moved texture to game; setupTextureShader no longer takes in sunIntensity
loading a ground plane mesh
calculating mesh extends: storing in mesh
loading in the ground plane. sending height map to the shader
added height map; painting height map in Texture2D frag shader for testing
use obj instead of .blend for ground plane
fragment shader draws texture if no height map exists
height map is working
drawing the height map
image magick dependency in makefile
height map is on but it is different from the texture
deer moves up/down with the height map, but it is still off
testing stuff
smaller ground plane.
day night interaction boxes floating above ground now
ok now we have a full ground plane and all that jazz
Merge branch 'height-map' into opengl-2.1

Conflicts:
	shaders/Texture2D.vert