inital state, print some window, no fanzy stuff
changed build script, separate object files
rearrange render loop for continuous draw. (maybe good idea to have an update timer)
compile with clang (why not), change location of resize code, my fedora seems not to like what everybody says
octree storage for nodes esqueleton
early jostick support
fist cube map drawing, just noisy things
todo list
 back to gcc, clang does not have nice asserts.
worked a little in the tree generation, still a mesh
separated the window management into a new class, need to work a little in the interaction loop
fixed tree generation, is a quadtree now. added more perlin noise thing, but does not look nice yet
 porting to OpenGL 4. if we do something, lets do it right
lot of stuff, camera class, new way to traverse the tree, next step: update transformation matrix
added renderer class to handle matrix loads and gl intrisics, it is just a common code between the cammera and the windowW
point of collapse, lets try with GLM
ported to glm, happy beginning, seems cool
camera fixed, seems to work
camera moves
cube
some basic mouse support, not very good
try to add normals to iluminate with flat outputs from vertex shader