More AWD Implementation
- Moved ParsingException to its own class for ease of access.
- Began implementation of high and low precision models reading.
- Created skeleton classes for all known block parsers.
- Updated AWD documentation pointing to Away3D Github repo.
Add AWD features
- Add scene graph block header class, shared amongst scene graph blocks as a data type.
- Fix unsigned little endian reading of uint.
- Refactor some methods to be better located.
- Add AWD version and revision to block header for handling changes in parser over time.
- Add BlockContainer for top level container objects.
Add AWD features
- Update LittleEndianDataInputStream to support position tracking.
- Clean up and format LittleEndianDataInputStream for consistency.
- Implement UserAttributes and Properties reading.
- Rename Matrix methods in AWD input stream.
- Remove parser reference from block headers as unnecessary.
Still moving forward
Still having problems with the triangle geometry but I think I am closer to solving that now.
=(
Fixed the triangle block parsing; bug caused by adding twice on precision reads such that int claimed to move the pointer 8 bytes and double 16 bytes.
Some reorganization and partial implementations
- SimpleMaterial partially implemented
- BitmapTexture partially implemented
- Meaning of life discovered
- Add exceptions package for better organization
- All blocks are now given the AWD version of the LittleEndianInputStream, not sure why I didn't do this from the start.
- Renamed some blocks to match the latest specification naming.
Finished Texture and Material blocks (basically). One more block parser to go for texture wrapped models straight from AWD.
Implemented BlockMeshInstance: texture/material parsing is now applied to the geometry =D
AWD
 - Added MetaData parser.
 - Multiple object parsing is now supported.
 - Multiple textures/materials supported on a basic level, mostly untested and unimplemented.

RajLog
 - For performance reasons it is useful to know if debugging is implemented before wastefully creating many strings.
Corrected bugs in material parsing. Mistakingly used 0/255 instead of float values.
Working on calculating rotation. Individual rotations seem fine but rotation combined with scales is problematic.
Plane bug fix. When the plane's axis was Axis.Z it faced the wrong direction.
Removed an unused variable.
The ScreenQuad's texture coordinates were wrong. Up side down.
started working on post processing.
also added a side by side renderer for virtual reality glasses.
Merge branch 'master' of https://github.com/MasDennis/Rajawali
added LoaderGCode - using Vector3 and big lines - tested with files up to 5.5MB;
added string/file constructors to AMesheLoader and ALoader;