Created basic directories


git-svn-id: file:///e:/repo/billiard14/trunk@6 6b8419a5-d204-6b47-ad2a-955ecc213f92
Moved all files into trunk


git-svn-id: file:///e:/repo/billiard14/trunk@7 6b8419a5-d204-6b47-ad2a-955ecc213f92
Added project files for Monster. It's really not necessary to copy from the original, because VC's upgrading to older version of project files do not work after all.
Tweaked sources that unnecessary dependency to various decompression libraries commented out.

git-svn-id: file:///e:/repo/billiard14/trunk@8 6b8419a5-d204-6b47-ad2a-955ecc213f92
Made release builds too.

git-svn-id: file:///e:/repo/billiard14/trunk@9 6b8419a5-d204-6b47-ad2a-955ecc213f92
Made the camera moves smoothly but fairly follows the focused ball.
Implemented free-look mode.
Made the output binary's independent of vc runtime library for Monster.

git-svn-id: file:///e:/repo/billiard14/trunk@10 6b8419a5-d204-6b47-ad2a-955ecc213f92
Tested alternative sphere draw method which subdivides octahedron recursively.
Singular point is gone now, but variation of area remains.
Subdividing dodecahedron may help.

git-svn-id: file:///e:/repo/billiard14/trunk@11 6b8419a5-d204-6b47-ad2a-955ecc213f92
Tried oct-sphere drawing.

git-svn-id: file:///e:/repo/billiard14/trunk@12 6b8419a5-d204-6b47-ad2a-955ecc213f92
Merge commit 'da744a6eb032292a4ed9b4a902e0907d6bd22ef0' as 'clib'
Merge commit 'b6cc04a3748030d8631a8adb79b66748fde56edc' as 'cpplib'
Merge commit '29e30679e2ec0920cc8bd00ce3471723997786e2' as 'zlib'
Modify zlib Visual Studio 2012 project to fit our application

* Removed ASMINF macro definition from Release configuration since
  inffas32.obj (MASM version) disallow compilation with VC2012 due to
  /SAFESEH flag issue.

* Removed ZLIB_WINAPI from both Debug and Release configurations since
  we don't want to be bothered about using __stdcall for zlib functions,
  but just want to link them in a plain C/C++ way.
Add VC2012 project file for billiard.exe

It took time to just port VC2008 project to VC2012.
Add resource zip file to load textures