Subclass CCEffectStack from CCEffect - Remove addEffect/removeEffect interface from CCEffectNode

CCEffectNode now conforms to CCEffectProtocol meaning that it just has a single effect property. This
effect can be an effect stack though so the same results can be achieved as were possible with the old
interface.
Merge pull request #799 from jtwigg/develop

Fix up selector failure detection code for CCControl.
CCEffectsTest - Add a simple performance test

It just draws a grid of sprites with the same effect. Not particularly interesting but it's useful
when checking the effect of optimizations.
Fixes #791 – TTFs not drawn correctly on retina display macs
Updates the version number
Merge branch 'develop' of https://github.com/cocos2d/cocos2d-iphone into develop
Rename CCEffectRenderPass draw to enqueueTriangles

The latter being a bit more descriptive than the former.
Rename CCBAnimationManager to CCAnimationManager.
Merge branch 'develop' of https://github.com/cocos2d/cocos2d-iphone into develop
Merge pull request #802 from jtwigg/develop

Rename CCBAnimationManager to CCAnimationManager.
Copy the update block.
CCEffectNode - Remove some commented out code
Add enqueueTriangles helper to CCSprite

Adding CCEffect support to CCSprite duplicated the triangle submission code. Move that code
into enqueueTriangles allowing it to be shared between the effects / non-effects paths.
CCEffectRenderer - Review feedback adjustments

- [allocRenderTextureWithWidth: height:] becomes [renderTextureWithSize:]
- [allocGLResourcesWithWidth: height:] becomes [setupGLResourcesWithSize:]
Updates the documentation for the animation manager
Wrap CCSprite's effect code in CC_ENABLE_EXPERIMENTAL_EFFECTS
CCEffectSaturation - weakSelf should have been weakPass
Fix compile warnings in CCEffectsTest - Comment out unused shaders

But keep the the commented out code since they can be used to check the performance of
different effects.
CCEffectNode - Remove out of date comments. No functional change.
Fix CCEffectGlow

Instead of the renderer directly setting the render pass uniforms, give the previous
pass's render target to the current pass's begin block and let the pass handle it how
it likes.