Merge branch 'feature/textured-material' into feature/textured-wound-2

Conflicts:
	SurgSim/Graphics/RenderTests/OsgShaderRenderTests.cpp
Apply local materials to the arm and the wound
Add a list of active representaions in PhysicsManagerState.
Add a list of active constraints to PhysicsManagerState.
preparePhysicsState updates the active representations/constraints.
BuildMLCP updates the Representations mapping.

- PhysicsManagerState::updateRepresentationsMapping() builds the map.
- It is called in the BuildMLCP::update().
- Unit Tests updated accordingly.
BuildMLCP updates the Constraints mapping.

- PhysicsManagerState::updateConstraintsMapping() builds the map.
- It is called in the BuildMLCP::update().
- Unit Tests updated accordingly.
BuildMLCP::update() uses active representation/constraints to iterate.
Refactor Load Shader/Material ... again
Merge branch 'feature/textured-wound' into wip/textured-wound
Merge branch 'feature/textured-wound-2' into wip/textured-wound

Conflicts:
	Examples/ExampleStapling/StaplingExample.cpp
	Examples/ExampleStapling/config.txt.in
	SurgSim/Graphics/RenderTests/OsgShaderRenderTests.cpp
Cleanup
Fix warnings
Merge branch 'master' into feature/textured-wound-in-stapling-demo

Conflicts:
	SurgSim/Graphics/OsgMeshRepresentation.cpp
	SurgSim/Graphics/OsgView.h
Add OsgUniformFactory
Add string creation of uniforms to material

This required making the material a full component, shifting uniform initialisation into initialize, this lets us bind and change especially texture uniforms before they get added to the state set
Also added a special convert() function for accessibles on Texture2d (more to come) that converts an incoming Texture to an expected OsgTexture2d type, this lets us use setValue() with Texture
super classes deferring the error to a runtime check at the time of conversion
Documentation fixes and additions
fix lookup of wound
Review fixes
Merge branch 'master' into feature/textured-wound-in-stapling-demo