Clean up MeshReader.
Fixed bug in VertexArrayBindStrategyGL2.java which was not calling the right bind state to unbind VBOs. Renamed vertex lit shaders to append "Shader" to the filename.
Update .gitignore
Clean up examples. Removed unnecessary matrix helper push/pop in RendererGL2.
Clean up examples.
Clean up map names. Add missing license headers. SegmentMaterial has a texture flag. TextureBindState uses the texture flag to mix between the texture color and the interpolated color. TextureTypeMapping is now a part of the AbstractRenderCall. Graphics now implements TextRenderer.
Now saving TextureType inside the AbstractRenderCall instead of just the ordinal. Texture type to texture unit mapping is working for shaders.
Added a diffuse texture shader.
Removed texture flag from SegmentMaterial. I'm not sure if this will be necessary in the future since textures are being mixed with the per vertex color when the texture flag is set. I thought this was the way OpenGL would be mixing the colors but it turns out to be incorrect. Also removed isOpaque flag which is in RenderableState. Fixed a bug in ShaderBindState and we now reset the texture flag after each new bind.
Vertex lit shaders now accept a diffuse texture.
Fix texture unit mapping. I feel like this is going to be horribly limited for non shader code. Everything uses texture unit zero except AMBIENT_OCCLUSION, SPECULAR and SPECULAR_EXPONENT since the OBJ reader would possibly assign up to four textures to a single segment.
Clean up demos.
Removed color information from dynamic mesh CubeMap. Setting color directly inside the Skybox demo. Added skybox shader.
Finished converting the rest of the demos to work with OpenGL 2.1 and shaders.