Add Sublime Text project and workspace file to .gitignore file
- add *.sublime-project and *.sublime-workspace file to .gitignore file
Make Shader be shallow copy shader by default and Rename a function for Mesh
- make shader be shallow copy of shader source file by default
- rename Mesh's setInputVertexAttribute to addInputVertexAttribute, since that is more readable and closer to what we do
Remove redundant functions and variables in Renderable's MeshRawData
- remove some un-necessary variables which will not be used by Renderer
    - Num of Vertex is not necessary for sure
    - One Vertex Size in Byte and One Index Size in Byte is also redundant
    - Num of Index is **necessary** for 100% sure
Bug fix of InputVertexAttribute and ElementOfRenderable
- add init list for constructor of InputVertexAttribute class, other wise the glGetAttribLocation will fail
- make getter/setter for Renderable in ElementOfRenderable be public
Refactor of GLRenderable and its element
- IA's offset should only be offset, but not offset and pointer, the real pointer will be calc with Mesh's [Note, IA only hold offset of vertex, not the pointer]
- Mesh will set Index buffer's pointer if using CPU memory, and GPU memory [VBO] not support yet [Note, Mesh will hold pointer of index]
- Add the getter/setter for Renderable in IA, Mesh, Shader [ ElementOfRenderable]
    - IA, Mesh, Shader will use the getter/setter of Renderable directory, but not 'get Geom pointer first, then get the Others'
Refactor of GL Scene
- add NULL Check for Renderable Vector Pointer
- add NULL Check for Renderables' Pointer
- GL Scene will not keep class variable for each Renderable, but just new it in its Load() function, and append to its Renderable Vector Pointer, delete them in UnLoad()
    - destructor of GL Scene will also call UnLoad() in case it's forgot
Add New Renderable about Color Rectangle, means new Draw for Rectangle
- Models namespace for the Rectangle's definition
- Models's Import for new the ElementOfRenderable [IA, Shader, Mesh]
- glsl files for write shader in editor, then copy the contents to cpp file is easier
Comments
- some comments about memory manage
- some comments about IA, Mesh, Shader's relationship