Caelum Engine: Now with material stuff!
Updated HawkUtils.
CaelumEngine no longer uses EnumLogType, where applicable.
Fixed DisplayManager not formatting its RenderExceptions properly.
Tested Material system in ExampleGame.
Added new aliases for Canvas.drawImage().
Reduced material cap from 16 to 8.
RenderContext:
* flipScreen is now a DirtableStorage.
* Removed redundant screen flipping method.
RenderableObj:
* No longer implements IDirty.
* Now keeps track of bound textures.
* Removed code comments where applicable.
* Now loads materials into uniforms.
* Did an overall clean up job.
Added more GL1 and GL2 aliases.
Made GLEnumUType a dummy enumeration.
GLProgram:
* Made debugging message more clear.
* Removed uniform attachment methods.
Fixed a bug that prevented Shader from spitting out its log when compilating fails.
Added a constructor to Color that accepts 3 floats.
Material:
* Is now final.
* Now has glow texture support.
* Now keeps track of how many textures it has.
* Now has a constructor that supports IPopulator.
* Now sets its shine to 1 if its RenderableTexture is being set, and the current shine is 0.
Created MaterialSet, which keeps track of materials.
* Adapted RenderableObj code to use it.
Materials are now processed by the fragment shader.
The 2D vertex shader now converts Canvas's 0 to 1 image coordinates over to OpenGL compatible screen coordinates.