[YAGGLER/TOOLS/TUPLE]: corrected a typo that caused an error on get_ref() for an index > 0
[YAGGLER/3RD PARTY/GLEW]: default is now to build glew as a static lib (for MacOS builds)
[YAGGLER/SHADERS/VARCTX]: added a function to allow modifing opengl uniforms ids (should be used after a (re)linking shader)
[YAGGLER/OSXCOMPAT]: 1st step toward OSX compatibility: removed the direct inclusion of GL/gl.h header (glew.h seems to be enought).
[YAGGLER/OSXCOMPAT]: 1st step toward OSX compatibility: removed the direct inclusion of GL/gl.h header (glew.h seems to be enought).
[YAGGLER/SHADER/OPTIONS]: corrected a typo (was 'on' instead of 'one')
[YAGGLER/SHADER/PROGRAM]: removed direct inclusion of opengl header, removed link() call in the constructor (now the user must call explicitly link() to get the shader linked)
[YAGGLER/SHADER/SHADER]: removed auto compilation in the constructor (as this would cause an error with k:lmb and make the class throw in its constructor). removed some unused statements, added a message after a successful build of the shader (that could be turned off with a #define)
[YAGGLER/SAMPLES/DEV|TEST]: added some changes mades in the klmb sample (ms per frames, cleaned up the code a lot, ...)
[KLMB/MATERIAL/USINGS]: added some usings to remove the (almost) unusable YagGLer syntax.
[KLMB/MATERIAL]: a lot of big changes: now materials supports 'variables' (references that are stored directly in the material object and could be accessed with a getter), and if the code isn't very readable, it'll produce a really easy to write code (at the cost of slowing down the compilation a lot...). The material class now use the ability for a context to set uniform variables ids and provide a method to automatically relink the program and reset uniform ids. Also Added some pieces of code of what'll be the K:LMB material framework.
[KLMB/SAMPLES/DEV]: updated the dev sample to follow changes in klmb headers (and it's the most usable YagGLer sample at this day \!\!\! :D )