Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013.
Re-worded some odd-sounding English.
non-static GraphicsCapabilities

Each GraphicsDevice have it's own instance of GraphicsCapabilities. On
the desktop it's possible to have multiple GraphicsDevice created with
different Feature Levels or even using Reference/WARP devices.
add note
openGL
openGL2
GLES
text formatting...
openGL3_ANDROID
Boolean logic error

The statement here is wrong. If the backbuffer change from 480x800 to
480x480 (an awkward thing to do) the _depthStencilView will not get
updated.

More on this method and whether the size will ever change on another
issue.
Revert "Boolean logic error"

This reverts commit 16e043cf6cbb6489a5dff630d7c6f63b2fc3f0bd.
Removed unused logger.
Make sure we create the same empty ModelMeshPartContent as XNA when there is no geometry in a mesh.
Added some BoundingSphere tests.
Added missing exception when passing empty list to BoundingSphere.CreateFromPoints().
Helper for epsilon based Matrix comparison.
We correctly create default materials for geometry.
More complete test for missing UV channels.
Support a touch being pressed and released on the same frame. Fixes #2838
Ignore ncrunch files
Merge remote-tracking branch 'upstream/develop' into develop
Merge remote-tracking branch 'upstream/develop' into tnc_GraphicsCapabilities