Large update

Carve connector now performs cuts on meshes, (classifying normals works
but edges and triangulation on meshes with inner shells seems to be a
bit strange), Carve Connector has a clean mesh method to triangulate and
remove duplicates, interactor style fixed keys (alt to spin), ctrl and
dragging adds a superquadric to perform cut (orients with normal, up and
right vectors correct), pressing 1 switches between normal (phong
reflection+ minnaert diffuse lighting + fresnel and index of refraction
+ forward & diffuse translucency + some physically based shader), and
toon shading/fake subsurface scattering. Tried auto generating tcoords,
nice but not useful. Used setShaderProgram on renderer instead of Use
Restore shaderprograms (might switch back), added customdepthpeelingpass
might not use due to speed, added FXAA anti-aliasing and bloom effect
post-processing. (vtkMyProcessingPass.cpp and .h files), renamed shader
files to extensions .frag, .vert and .geom for each shader respectively.
Updated .gitignore to ignore RelWithDebInfo (release with debug info
builds). Will perform cleanup after this. (milestone)