Added a sample project which integrates my dialog system and renders voxels under Windows/OSX (android support was almost done) Voxels are a single color and are based off an automatically flattened image under source/game. Current draw system is low performance but could easily be sped up.
Patched the viewable voxels a little bit. Its a bit hacky and could be more efficient but is still more accurate. Also corrected some comments.
Significantly improved performance. Now runs at semi reasonable speeds on desktop/laptop. Prepared for textured voxels.
Now renders textures onto the voxels. (I only made two for the sample)
Android build is much closer to a reality. Just have to adapt source to get SDL to compile and act properly.
Further progress towards an android build. Draw system overhaul for opengl es 2 pending
Forgot to include the necessary shaders in one of the last pushes
Cleaned up interface drawing code and it now draws on all platforms (hopefully!)
Android now compiles but does not yet function. Further progress is being made now...
Merge branch 'master' of https://bitbucket.org/destructo_game/main-client

Conflicts:
	Sample/source/GameSystem.cpp
Android now 100% works at least on one device. Further testing on other platforms now
Verified works on OSX now
Snazzy instanced rendering now works (android support broken for the moment)
Enabled OSX support using GLEW (breaking all other operating systems for the moment)
Removed some extra files which shouldn't have been committed
Added necessary GLEW library for OSX
Added cmakelist for glew which I also forgot (woops)
Automatic voxel draw system selection now. Will fall back to opengl 2.0 if 3.3 is unavailable
Merge branch 'master' of https://bitbucket.org/destructo_game/main-client
Modified OpenGL 2 shaders to use a much more reliable method of rendering. (Now relies on more reliable float black magic)