initial commit
new camera
added makefile
camera works, matrix not like shown on website
patches working, textures more or less
texturing more or less works
support for shaders and vertex buffers
shader support extended
extended shader support - working
bezier patches in vertex buffers
shader support extended: moving and color changing
extended shader support: tcgen - refactored shader structs - added frustum code
added frustum and collision detection code - todo: convert to q3 coords
collision detection works
using boost::filesystem and little changes on frustum culller (not working yet)
Added Logger, some cleanups, fixed shader parsing
Changed to GLM. Cluster checking broken.
Completed transition to GLM. Frustum culling working. Camera working.
NOTE, Matrices are in column major order.
Inverse of rotation matrix is it's transpose.
Therefore the modelmatrix seems to be in row major order, but actually we need to see the inverse rotation (cameraview).
See: http://stackoverflow.com/questions/12206908/glm-matrix-from-orientation-is-creating-row-major-and-not-column-major-matrix

Quote:
A matrix M which transforms from the space A to the space B has the basis vectors of space A, but expressed relative to space B.

The camera matrix transforms from world space to camera space. Thus, the basis vectors of the camera matrix are the basis vectors of world space, as seen from camera space. Not the basis vectors of camera space.

The orientation of the camera, relative to world space, is the inverse of this transformation. And since the inverse of a rotation matrix is it's transpose, you have your issue.

The problem isn't with the matrix; the problem is with the difference between what you think the matrix says and what it actually says.
Added bitmap font support. Printing colored string works. Frustum culling broken.
Collision detection bugs fixed. Frustum culling still not working.