Added solution of particlefilter project
Fixed Types vec and mat. Operator[] and operator Type_* were the same and collide when [] was used
Coded method to draw with DriverGPU instead of calling directly OpenGL methods
Recoded vec class to be specialized by size
Fixed draw methods. Only tested texture quad method
Added assertion to in shader creation. Fixed path of shaders in ParticleFilterGPU
Erased  detach method in FrameBuffer due to error generation
Fixed render2texture project using new draw methods
Erased old draw method in render2texture test
Fixed error loading uniforms. Trying to code a random number function in shader
Codded simply random float generator
Coding simulation step of particle filter. Initialization is randomized (Only position, orientation must be also initialized). colors are saturated so there is a trouble with precision and type of variables
Added rgb and rgba of 32f per color type to texture. But fbo arise an error of invalid enum
Added more channel types in Texture. Now 32F is supported too in both RGB and RGBA textures
Stored last simulation on new texture. Trying to use last data to write new data.
Added tex storage in every step
Fixed tx type name in Texture class
Set viewport in particlefilter to do operations properly
Now the initialization is done properly, and The PF is doing steps (steps are not coded)
Fixed Texture type selection