Added getActualFramePosInVec() to IND_Animation and replaced it in IND_Entity2dManager::isCollision()
Merge pull request #145 from faybe/master

Fixed frame accessing in IND_Entity2dManager::isCollision()
[engine]font, - Adding some new methods for angelcode font support, renamed font methods to MudFont methods.
[engine]License
[engine][gles] Adds basic shader class. Compiles, links and uses a shader. To be used in all instances of GLES blit methods.
[engine][gles] Adds 2 simple shaders, and string definitions for uniform and attribute names
[engine][gles]Fixes program not deleted when shader is destroyed
[engine][gles]Fixes program object and basic vertex uniform colour shader. Adds renderMacros utilities
[engine]font, - extending the font format to handle the Angelcode format. The MudFont that Javier used seem to be a subset of the Angelcode format.
[engine]added first version of parsing the angel code Font. Added a couple of Angelcode fonts to use when testing.
[engine]added some getter and setters regarding kernings on the font object.
[engine][gles]Deletes shaders after attaching to program. This invalidates them and will deallocate them when no longer used by any program.
[engine][gles]Removed colour from point vertex attribute. Will be passed as a uniform.
[ios]Solve code signing issues from Xcode. Minimum deployment target iOS 6.0
[engine][gles]Correct attribute type to be vec3.
Adds uniform and attribute API to shader object. Check GL error macros
First version of primitive rendering with same shader program. Not optimized, nor final architecture for default shaders and vertex buffer objects reuse
Remove unnecessary comments
Barebones shader manager
Moves shader programs storage to shaderManager. Uses API in shader manager to get program for a render operation