Preparations for updating vertex buffers while it's being in use
Preparations for streaming support of vertices from multiple threads.
You can now update vertex- and index buffers
Updated example window framework. Added stream object used when uploading new content to vertex- and index buffers
Added comments. Removed unneccessary code
Remove backward compatibility for GL < 3.3
Updated GLSL programs so that they use correct color attributes
Keep a legacy render context so that we can, much easier, create opengl 3.3 contexts
Removed, again, backward compatibility
Use legacy render context as root for resources on Windows
The hex value is now printed in the exception instead of an integer version of it.
Updated comments. Reuse free render contexts if one is available.
Make sure to clean up the free list when deleting all the contexts
Use a 3.3 render context as bridge context for future context creation
Render-contexts are now created in the main-thread, during the initialization of the POGLDevice instance
You can now update the same buffer in two different threads at the same time if you want
No crash when stopping the device anymore
Make sure to flush after creating sync object
Make sure to put the waitsync object onto the OpenGL queue so that they are not invalid on delete
Only flush when adding a new fence