OpenGL changes to enable Nsight debugging

Opengl Drawing needs to be done with OpenGL Core Profile. Most of the
cinder easy drawing functions use old OpenGL functions and should not be
used. You need to pass your Mesh MVP matrix to the shader yourself.
Moreover Vertex Buffer locations need to be bound to the Shader input
variables. Afterwards one must compile the shader:
```cpp
// bind the attribute inputs of the shader to the location defined in the VBO. 
// "vertex" is the name of the in variable  as declared in the shader
glBindAttribLocation( m_Shader.getHandle(), gl::VboMesh::VERTICES, "vertex" );

glBindAttribLocation( m_Shader.getHandle(), gl::VboMesh::NORMALS, "normal" );

// after defining the attribute position the shader needs to be linked again
glLinkProgram( m_Shader.getHandle() );
```