Initial Commit
- First ”working” version of app that draws a texture (with wrong colors and upside down, but it’s a start!)
- Several refactorings related to API inconsistencies between OpenGL 3.2 and OpenGL ES 2.0.
- Finally got a somewhat stable framework setup for rendering multiple times
- Headache from VAOs
  - Hardcoded „Position” into program to have location 0, and hardcoded that value for position into the vertex buffer’s VAO setup, assuming Position data is 3 floats wide and is the only data in the vertex buffer
Tried to make Sobel and Gaussian filters work. The shaders work (more or less), when I just write a single color it shows up, but the actual shader results in a black screen.
- Found out that binding the output texture before RenderToTexture fixes the problems I had with only black results. Don’t understand why though, will investigate
- Removed binding of ColorAttachment texture when setting the color attachment. This binding was not needed and messed up the binding of active textures in the shader uniforms.
- Renamed IOGResource and IOGLBindableResource to OGLResource and OGLBindableResource and made the former 2 into proper interfaces
- Removed the public static properties InputWidth and InputHeight in SWTHelperGPU.
- Added the public static properties DefaultWidth and DefaultHeight in Texture
- Added a Texture constructor that uses default width and height so only the format and type have to be specified
- Replaced many „if (condition) std::runtime_errors” with assert(condition), and the new macros assert2(condition, message) and crash(message)
- Fixed a bug where glViewPort was not called before rendering to textures, causing only black results
Added warning(condition, message) macro to display a warning message when condition is false. Essentially the same as assert2, but this one does throw an exception
- Attmpting to make Canny work. Found out that the result of CannySobel is different in swt-gpu-osx and in swt-gpu-ios
- Fixed a bug where glClear would get called with 0 as argument (which is incorrect API usage)
- Added tap controls to the App
- App displays currently visible texture name
- Refactored RenderWindow and SWTHelperGPU
	- SWTHelperGPU has been renamed to SWTHelper and now only supplies static helper functions for filtering components after the GPU steps
	- RenderWindow now handles the drawing of textures, it applies the TextRegionsFilter to the input texture and uses SWTHelper to retrieve the final text regions
- Refactored profiling a bit. RenderWindow now has static Timespans (RenderTime, CompileTime) that filters access and supplement themselves.
- The algorithm is somehow faster now :S
Merge branch 'master' of https://github.com/EmielBon/gpu-swt-ios