Initial Commit
Deferred rendering wip (renders to texture, light pass not done yet).
Fixed phong shader
Refactored, scene nodes don’t own shaders anymore. They are simply rendered with whatever shader is used at the moment. Much more flexible
SceneNodes don’t take matrix parameters on render
Deferred lighting almost fully working, phong shading not complete
Fixed mistake with texture units, working on the deferred shading
deferred rendering done!
Fixed deferred lighting
Refactored, blur pass now updated to work
Beginning rebuilding buffer classes
Rebuilt the frame buffer classes to be way more sexy
Fixed remove, added explanation to the ugly updateDrawArrays 'hack'
Lightpass and geometry pass now share depth buffer
Disabled clearing depth and stencil buffer on lighting pass, also modified material values
Multiple light support (the easy way). Transparency bug on forward renderer
Fixed forward rendering transparency bug, added depth pre-pass
Fixed spot lights for deferred and regular lighting
Created a light class that has both properties (which are sent to the shader) and a shadow depth info (which is also sent to the shader)
Shadows! (only in non-deferred yet though)