Added info to design doc

* about frustum culling and cube subdivision
* also added papers and project filters.
Updates for chunked LOD

* Starting new object classes
* added good papers relevant.
Design doc and paper updates

* Added new docs to repo about collision and spherical worlds
* updated design doc:
** added more info about next steps
** added book references and paper references to relevant features
Incremental updates

Added more initial code for quadTree, object, and ellipsoid.  Moved
vertex/mesh code into a new file.
Incremental Update

Working towards getting a cube rendered with chunked LOD.
QuadTree almost works

Subdivision is almost correct, and getting the meshes from the tree is
close to done.  Then we need the error function properly and the tree
depth traversal properly.
Updated cLOD

* reworking how QT works ( making it lighter weight)
* reworking where data types are stored and how accessible they are.
Updated cube subdivision code

* fixed setting of indices for sub quads.
Updated renderer code

* gets index buffer from object
* gets vertex buffer from object
Working on fixing the indices

* Renders interesting cube
* No really, it is cool.
* Also, no triangles missing
* Vertices are incorrect though :/
* But that's what makes them cool.
Continuing fixes

Fixing indexing problem
Fixed Cube QT mesh generation

* Removed unnecessary data & changed assignment of indices
Cleanup

Removed unneeded data and spaced code out some.
Streamlined code

* Made vertex buffer for ellipsoid mesh static (not updated every
frame); this improves performance quite a bit
Updated mesh generation

Points generated are actually on ellipsoid surface :)
Show more refined ellipsoid mesh

Need to do traversal, frustum culling, etc.
Updated code for normals and texture coords

All vertices generated have proper normals (works with lighting :) ).
Texture coordinates should be correct too, but need to test them.
Working on fixing texture coordinates

the ellipsoid has a texture now :)
It's just horribly messed up :(
Further fixing of tex coords

* They are almost correct, just duplicated sadly.
Fixing texturing

Fixed texturing for the base mesh;
TexCoord Generation for subdivision needs to be fixed.