Reworking antialiasing to use .msaa(); only implemented on MSW so far
Choosing pixel format by iterating color depth, depth depth and msaa samples on MSW
Redesigning fullscreen GL implementation on MSW
Updating iOS & OS X for renamed MSAA setting
Updated procedural checkerboard shaders.
Based on several tests, both high frequency and low frequency patterns, I have changed the implementation of the procedural checkerboard shaders for the Geometry and SuperformulaGPU samples. Will add a few images on Github for comparison.
Using context draw...Instanced for vboMesh because of define differences
Merge remote-tracking branch 'origin/glNext_contextAlloc' into glNext
Updating EaseGallery sample for new .msaa() scheme
CairoBasic sample working on OS X again
Merge pull request #606 from ryanbartley/vboMeshInstancedFix

Using context draw...Instanced for vboMesh because of define differences
Merge pull request #591 from paulhoux/checkerboard-shader

Updated procedural checkerboard shaders.
Don’t add ScopedTextureBind overload for Texture3d on ES2 since that profile doesn’t support it.
minor style improvements
Merge pull request #616 from richardeakin/scopedtexturebind_es2_fix

Scopedtexturebind es2 fix
Renamed PolyLine -> PolyLineT to match other templated class naming schemes. Added typedefs for PolyLine2, PolyLine3, PolyLine3f, and PolyLine3d.
Merge pull request #620 from richardeakin/polyline_t

Rename PolyLine -> PolyLineT, add more typedefs.
Merge remote-tracking branch 'upstream/glNext' into glNext