A lot of lighting work, including most of the work for shadow mapping the sun.
Models and ISceneNodes now have separate methods for drawing during the main pass and during shadow passes
GraphicsEngine now has a command to draw using a scene so it can perform all of the setup during different passes.
It uses separate shaders for the main pass and for shadow passes.
Start of the code for rendering to framebuffers, component in generating shadow maps.
In order to properly guarentee that shaders are deleted before the opengl context, the context is relinquished in the destructor rather than before delete is called.
cameraToClip matrix is now constructed using parameters by the graphics engine, rather than passed into the engine.
Whenever the worldToCamera matrix is updated, all of the light locations are now updated as they need to be provided to openGL in camera space.
Orthographic projections give me headaches.
New Shaders for drawing the shadow map. Shadow map shaders are remarkably simple, as we're only interested in retrieving the depth component.