Started GLES2 work, things are pretty broken.
Dup’d sceneddogllist to make GLES2 version, and def’d out old fixed function code.
Changed my mind on keeping GLES1 code alive... whole hog for GLES2.
Step 2 for VBOs.  Optimized/re-factored geom and geomData to make them work better for VBO, including making geomData a travDataCollection.

Also moved travData to be a hash map, which looking empirically at llvm’s stdlib, looks like it will be a good memory/speed tradeoff.
Un poco progress on VBOs.
More incremental work toward supporting programmable pipeline.
Yet more very incremental work on programmable pipeline.  The next steps will be much bigger… the state dispatch framework will get reworked to be totally extensible, allowing for user-defined uniforms to be inherited down the graph and applied by ddogllist.
Added uniform state, and penciled in 10 slots for uniforms in node’s state set.  Moved node states to unordered_map, rather than map.  Still need to follow up on whether or not to make other maps into unordered_maps.
Tightened up uniform class with new binding object for setting actual values.
Merge branch 'master' into gles2

Merging in README.md changes from master.

Changes to be committed:

	modified:   readme.md
Tiny naming cleanups.
New geomData::Bindings class to make managing basic and user-defined attributes easier and a bit more future-proof(™).
Just fixed up some coding convention capitalization issues.
First pass at uniform setup (targeting separable programs).  Next is program/pipeline bits.
First working version of prog (pipeline and separate shaders) and uniforms.  Weird that glUniformMatrix* can't take GL_TRUE for transpose on iOS sim (and maybe device).
Cleaning up around uniforms/programs... and getting back to vbo/vao implementation.
avo / vbo path is working. it cleaned up a lot and ddogllist is nicer.  also introduced geomData::DataType to [in the future] specify attribute types other than float.  next is to hook up mvp and normal matrices in the core.
new mat stack for gles 2 programmable pipeline working.  probably a few things to optimize still.
Name change for geomData::bindings to geomData::attributes and everything related.
Little cleanups on names and things.