setup - coarse port of "terraintess" to my new gl&ezEngine "framework"
introduced typdefs for different usages of GLUint
important fixes to tesselation, implemented "ring-wise" terrain rendering instead of quadtree driven algorthim
terrain grid now rendered with thorough stitches
geom clipmap rendering now with 3 draw calls: instancing instead of repetitive uniform buffer fill
Heightmap!
nicer heightmap + lighting
culling enabled (+ better patch rotation), background back and rendered last
added screenshots
texturing & spec+fresnel lighting
advanced texture blending
but no more triplanar :(  (could do that, but seems to be rather expensive)
some bugfixes here and there
gamma correction! fixed grass spec map
yet another set of textures! fog, some tweaking, the usual
port to VS2013
first commit from within VS2013.. will it work? :)
Used Initializer lists for uniform buffer creation - muuuuch better!
Some cleanup, bugfix for #include parser
Water rendering framework
Geometrical clipmapping now in own class.
first attempt for "water" simulation
Create README.md
fixed screenshots link in README.md
first stable water simulation (basically a rewrite)