Changed a bug in the shaders. The out variables of the vertex processing stage must match the in variables of the fragment processing stage.
Binding all textures to their respective texture units.
Fixed a small bug on the texture binding
Diffuse lightning with one fixed light source is done.
Added a light class to represent a single light source. May be extended via inheritance to include spot and directional parameters.
The TinyGL class will now manage light sources as well. The addMesh and addShader methods were replaced by a addResource method that receives the type of resource (MESH, SHADER or LIGHT) to be added, its name and a pointer to the resource.
Added a getResource method. It works in the same manner as the addResource added previously. The difference is that I did not delete the getShader and getMesh methods, they were modified to act as an interface for the getResource.
Added a method to return the ID of the BufferObject. Starting to use Texture Buffer Objects to store de light positions to send to the shader.
Fixing the TBOs.