Initial import shows blank screen ready to draw something.
(+) Displayed a model in gltestplus.
Added texturing to the test.
In reality, just following Direct3D tutorials.
Added mass volume rendering.
* Separated perlinNoise.h from dxtest.cpp. It is now a template function that accepts variable cell size.
* Added gravity and basic collision detection along Z axis to enable walking on the surface.
Now the player can walk around and jump to get over steps.
Ported benefit of xnatest project to improve perlin_noise a little.
fixes #7 Improving perlin_noise() call by adding persistence parameter and
collecting the parameters into a structure that is passed to the function.
Unlike C#, we do not need to worry about the memory usage of the structure.
The only difference is the pseudo-random number generator's quality.
C# System.Random uses Mersenne Twister.
fixes #3 Divided major classes into header files and individual source files.
Also surrounded them with namespace dxtest.
* fixes #9 Added lighting to the scene as well as terrain material.
* Experimenting with various random sequence generators.
fixes #10 Made the player move and rotate by linear to real delta-time.
Also, added floorTouched property to Player to control when he can jump.

This change requires WinAPI GetKeyState() and optionally GetActiveWindow(),
which makes it less portable. But I cannot help.
* fixes #11 Direct3D had a function to tell aspect ratio, so we just used it.
* Added some document comments for Doxygen.
* Removed obsolete model drawing test.
fixes #16 Added Player width just as like project:xnatest.
Some constants are added too.
* fixes #17 Added flying and ghost mode to the Player's movement.
Just copied what we did in project:xnatest.
* Moved key input processing to Player::keyinput().
The Player doesn't know if the main window is active, so we just does not call the
function if not focused.

There's little benefit to use XML syntax document comment compared to Doxygen style,
since unlike C#, VC++ does not hint us with those comments.
fixes #18 Came to the same level as xnatest:r19, including culling.
fixes #7 too, my little random number generator seems better with just a bit of
tampering.

Now, Player is linked with the World via Game.
fixes #18 fixes #7 Added SignModulo.h was leaked in previous changeset.
fixes #19 Added running mode to Player which is active while the shift key is down.
fixes #20 First, we add very dumb logic to cull faces between CellVolumes.
fixes #20 Introduced scan-line just like project:xnatest .

* Separeted definition of Game class to dedicated header file.

* Removed CellInt class and included adjacents member to Cell.
fixes #20 Culled drawing of CellVolume outside viewing frustum, just like
project:xnatest .
This time we had to implement this algorithm by ourselves, since Direct3D does
not provide such a library.

Introduced logging functionality too.