Beginning OpenGL-accelerated shaded rendering
On second thought, let's do the openGL stuff in canvas directly
Draw background with OpenGL as a first step
Drawing an (untextured, unpositioned) OpenGL quad
Quads are now positioned correctly in space.
Textures are now being drawn

(upside-down and without depth blending, but it's progress)
Textures are now right-side-up
Use destructor to free GL textures
I can never remember how glDrawArrays counts things
GPU depth blending works (almost)

The almost is because we're not blending global z-depth yet.
Use global z values for height-map blending
Remove raster paint routine
Add Q_UNUSED for painter
Can't overdraw GL regions.

This means the sweet script overlay has to go.
Working on replacing it with a QSplitter.
Resizing with stretch modification instead of QSplitter
Start with script hidden
Panning and rotation now takes place with a global center
Make 3D panning work
Correct bounding box for depth images drawn with OpenGL
Remove widget script from UI