Change Rational<Arbint> -> Rational<Gmpint>

Works better (not surprising). Can change back @real.h:52
Quadtrees! (Almost)
Merge branch 'master' of git.ucc.asn.au:ipdf/code
Quadtree transforms
Actually add the Quadtree coordinate code
We should compile even if REAL is not 5
QuadTree Rendering with GPU coord transform.
Quadtree Rendering for CPU transorm+render
Fix some quadtree rendering bugs.
More QuadTree code.
Get it compiling on Cabellera (g++0x not c++11)

... But at what cost?
Use "Real" in CPU renderer for filled circles
Add VFPU::Float (but it is broken)

Fails every single realops test.
Also it's stuck at 32 bits still.
VFPU derpage fixed

In my defence, hex and binary are only 14 digits apart
Remove terrible "pow()" functions

There are many reasons why that was terrible and it finally all came apart
in a segfaultastic display.

We now have Power which only works for integer powers
But we only need those at the moment anyway.
Apparently things were done
CS Lab machines have met their nemesis

The ongoing adventures of overcomplicated makefile land.

David is dictating this commit message by the way,

PS:
 They are i686 and only g++0x from before 0x

Tune in next week for another exciting episode (or installment, you, the
viewer, decide!) of randomly ifdefing things out! Will our heroes
successfully defeat the 32 bit long? Or will they perish in an integer
overflow?

(I think the project is beginning to affect our minds)
Perpetrate SVG on the codebase

Well, parts of it.
We can have black and white SVG only.
I think it's currently buggy.

I figure we should probably be able to actually parse a document format.
And SVG, despite being XML, seems like the least terrible.

Using pugixml for XML parsing and horrible string tokenising because
SVG is not really a DOM language because of the "d" attribute (-_-)

Did I mention it was the least terrible?

Also, there seem to be lots and lots of bugs with things,
including Quadtree rendering of Beziers and actually just  GPU rendering of more than one
Bezier in general.

Also I compiled atril without zoom limits but it crashes
due to things not related to precision. So we're beating atril I guess. Woo!
Don't try to unmap buffers which aren't mapped.

Fixes the GL_INAVLID_OPERATION that snuck in: this would occur
when calling GraphicsBuffer::Resize() on an unmapped, non-invalidated buffer.
Fix a huge bunch of memory corruption bugs in GL

It now is equally broken across Intel and nVidia.

The brokenness can be very pretty, though.