Add discard transparent fragments
Change FMaterial to use variable path to determine texture locations
Extend and enlarge GBuffers
Change to Crytek Sponza Scene
Add Light Framework
Change compose shader to use texelfetches
Normalize Normal and line up spacing
Add Directional Light Shader
Specular power should be a magnitude and not a vector
Add and load specular and shininess textures
Extend up-down look range
Add valid dummy value for shininess
Extend FLight Classes
Automatically throw away unused materials
Add Light Engine
Add neccesary resources to RenderEngine for LightEngine
Allocate GL resources for added objects
Actually get WVS Matrix Uniform Location
Create Global FLightEngine
Use Light Texture to determine lighting and not a hard-coded point light