#1: Save to bmp

+ Initial code that stores a 1900x1200 24-bit bitmap with a solid blue rectangle in it.
+ BMP file format can be found at wikipedia.
#2: Render a sphere

+ Classes Vec3, Ray, Camera added.
+ Functionality for necessary operations like dot, cross, magnitude and negation added to Vec3.
#2 Render a sphere

+ Types.h now contain all common data structure and type declarations.
+ Point light with position&color.
+ Subtract operation for Vec3.
#2: Render a sphere

+ Working rendering of a red lambertian shaded sphere with one light. The code is still kinda hardcoded for spheres + 1 light and no other geometric primitives are present yet.

- Removed #pragma pack from the BGR struct. Some performance analysis needs to be performed if it is worth to sacrifice the extra padding space for the speed of rendering (aligned memory access). Maybe even more space should be sacrificed (pad to 16 byte boundaries) to be able to use the SSE instructions?

+ Solved really really annoying bug where I forgot to use binary flag in the call to fopen()... Sometimes I hate you Microsoft...
+ Fixed bug of incorrect normals and introduced function Sphere::getNormal().

+ Added some ambient light to the scene.
+ Added two more spheres a green and a blue one.
Added baseclass Object and the primitive Plane.
Merge branch 'master' of https://github.com/fstp/Raytracer.git