slightly improved da thing (at least it doesn't crash anymore)
fixed some memory leaks in buffer allocation, improved memory handling in pipeline (buffers should be freed when pipeline re-creates passes)
added missing gua_get_quad_coords call to video3d blend pass shader
fixed missing material methods to NURBS ubershader
implemented print_shaders for ubershaders
Merge branch 'develop' into feature/concurrency_problems_fix
implemented stable cascaded shadow mapping
implemented callback for changes of world transformation, implemented set_world_transform
added shadow mode to geometry nodes
Merge branch 'feature/shadow_quality' into develop
updated place of on_world_transform_changed
Merge branch 'develop' of github.com:vrsys/guacamole into develop
gua_eye uniform is set on all shaders now. Its possible to write left/right eye dependent shader code now.
- added uuid to node
- fixes in video shader functionality
Merge branch 'develop' of https://github.com/vrsys/guacamole into develop

Conflicts:
	include/gua/renderer/GBufferPass.hpp
	include/gua/renderer/LightingPass.hpp
	include/gua/renderer/Pass.hpp
	include/gua/renderer/PostFXPass.hpp
	include/gua/renderer/RenderContext.hpp
	include/gua/renderer/ShadowMap.hpp
	include/gua/renderer/Texture.hpp
	include/gua/renderer/UberShader.hpp
	include/gua/scenegraph/GeometryNode.hpp
	include/gua/scenegraph/Node.hpp
	src/gua/renderer/GBufferPass.cpp
	src/gua/renderer/LightingPass.cpp
	src/gua/renderer/NURBSUberShader.cpp
	src/gua/renderer/ShadowMap.cpp
	src/gua/renderer/UberShader.cpp
	src/gua/scenegraph/GeometryNode.cpp
	src/gua/scenegraph/Node.cpp
-bugfixes of merge
- added framecounting per rendercontext