Something...
Wired camera bug.
Reset that whole shit.
Readded 4 textures.
Basic deferred shading setup with world positions.
Started output.
Added output, light direction with negative values is still bullshit.
Thrown out old code, updated systems.
Merge branch 'master' into light

Conflicts:
	src/BurningByte/shader/dsOut.fragment
	src/BurningByte/shader/dsOut.vertex
	src/main.cpp
	src/states/Playing.cpp
	src/states/Playing.h
	src/systems/dsRenderer3D.cpp
	src/systems/dsRenderer3D.h
Modified systems.
Updated StateManager and Text.
Negative value bug solved!!!
Added hard coded directional and point light.
Added spot light, which seems not to work properly.
Merge remote-tracking branch 'origin/master' into light

Conflicts:
	ToDo
	src/BurningByte/render/light/DeferredShading.cpp
	src/BurningByte/render/light/DeferredShading.h
	src/main.cpp
	src/states/Playing.cpp
	src/states/Playing.h
Renamed shader files, fixed texture problem.
Light not working anymore...
Got it working again, there seems to be a problem with the spot light
calculation.
?
...
Switched to freeglut.