Some changes from before switch to a branch
Text system works
Geometry system works
Added a cube
Added specular light
Replaced the camera with a camera system implementation
Major switch to a "proper" entity-component-system
Switched to a proper entity system
Added render to texture
Somewhat working depth textures
Some cleanup
Some crude first test of depth peeling
Implemented simple forward renderer
Depth peeling works
Depth peeling really works ;)
Activated specular for a demo
Changed the way the base component system reacts to component changes
+ Addition and removal of entities from the system's entity-list are now both possible on addition and on removal of components
Made WebGL debug mode an option of Engine3D.init
Made depth textures more visible
Gave the transform a clone method