- Implemented use of texture filtering and texture wrapping in the texture class.
- Implemented a better system for rendering primitives; the subclasses of shape can now specify themself which primitive they want to use.
- Implemented a ridiculously more optimized way of rendering: the batch class. It uploads data every frame and draws using only one call for the whole vertex array object. It also does model/view/normal matrix calculations on the GPU instead of the CPU. All these things leads to a very optimized renderer which can render up to 40000 quads at 60 FPS (vs. 2000 with the scene class).
- Added new shaders for the batch class.
- Some refactorings.