init ui stuff
added prelim vbo code for displaying mesh
added disable client state for vertex array
baby steps toward GL 4.x implementation. ugh, why does that API suck so much
Cleaned up GPU mesh upload a tad
Merge branch 'master' into ui
Added loading of normals into vertex program so we can add shading to the OpenGL visualization of the model.

Generalized the attribute uploading a bit by switching to glBufferSubData()
Added a simple point cloud visualizer so I can sanity check the random number generator
Merge branch 'master' into ui

Conflicts:
	Makefile
playing with mesh distance from camera
playing with bouncing light
Added light list construction. Defered writing of normal and depth to output file until after the pixel sample loop"
Changed BasicDiffuseSpecularShader to randomly pick between diffuse and specular, and increased the number of samplers thrown from the eye. Closer to proper Monte Carlo. Faster, too
added second light to hit cubes. reduced AO rays
Added SimpleCamera