So far work is going well, we seem to be able to create a version 3 render context, but the extensions are not being returned properly, this might be due to caching, but the bug must be fixed.
Added the 'modern opengl sample' project, which will demonstrate vertex buffers and shaders. Now preparing to work on the new shader class, which will be at the core sharpgl level (marking the beginning of the move away from the scenegraph).
Much more work on vertex buffers and arrays, preparing to see if the new changes can fix the cel shading example
Getting there slowly - moving away from OGL matrices now for the Cel Shading example.
Identified the issues as being related to the transformations, moving to full glm matrices to attempt to rationalise immediate/buffer discrepancies.
Lots of work on the cel shader, everything SHOULD be working, but still in retained mode we have distorted geometry. All projections are now done via glmnet, ruling out bad matrices - next step - try without the interleaved normal buffer (perhaps we're rendering normals as vertices?)
Fixed the trefoil knot (the attributes were not being set properly), the cel shading sample now renders beautifully.
Tidy up of the poly mode drawing.
Finished off the Modern OpenGL Sample, preparing to document it now.
Up to version 2012
Merge branch 'Version3PlusRenderContexts'