Incremental progress on rendering...but I have to leave so I am committing to save it!
Shaders now compiling.  Also other things.
I lied, shaders aren't compiling. And they still aren't.
Ok, so NOW shaders compile correctly...time to work on...everything else.
Added shaders converted from hlsl for deferred rendering.
Still incremental rendering work.
Merge branch 'feature/Rendering' of https://github.com/Circular-Studios/Dash into feature/Rendering
Trying to merge with Eric's changes and stuff
Made the matrix multiplication correct for deferred.vs.glsl
Merge branch 'feature/Rendering' of https://github.com/Circular-Studios/Dash into feature/Rendering
Getting closer...
Converted shaders for the second pass of deferred rendering.
Meshes updated for normals, rendering pipeline finished, and other small necessary functions.  Doesn't run without breaking however.
Fixing rendering errors.
Merge branch 'develop' into feature/Rendering
Many small fixes moving towards rendering.
Various bug fixes and still trying to get rendering working.
Oh right, apparently FOV is in radians
Fixed error in buffering of per vertex data in mesh. (probably)
Move glUseProgram from beginDraw to drawObject.
Null terminated strings being passed to openGL functions (who knows if this matters, it probably doesn't)
The fragment shader wanted a vec4 position, so I gave it a vec4 position.  Compare to the (unchanged, and working) pass2 to see what I meant.