Zelda skew shader
renamed axis's to skew values
Tweaks and optimization
removed old code
Merge pull request #43 from VajraFramework/zelda-shader

Zelda skew shader
Adding openal headers to the list of things that need to be copied from Vajra to ExmpleGame.
bone skew shader
Expose LoadComponentFromComponentNodeInPrefab().
Ppreprocessor statements in shaders.
Switching all the fragment shaders to use the #ifplatform switch
Guard skewing code in the shaders with a #ifdef SKEW_GEOMETRY
Combining skew/not-skew and pixel-lighting/vertex-lighting into a single shader.
Merge pull request #44 from VajraFramework/ifdefs_in_shaders

Ppreprocessor statements in shaders.
Merge branch 'master' into enemyai
Added functions to extract basis vectors from a quaternion
Two of the basis functions were mixed up
Added support for LOOK ai command
Working on implementing directional commands, but there's a mysterious crash right now with diagonal movement.