Moved nodes into filter
Added light node type
Made update discrete so I can call different sections at different times
Use ISceneRenderer to render scene inside Maya plugin
Created ShadowLOD class to hold lods for shadow rendering and integrated it with the light class
Added slot for rendering shadows
Refactoring to use visitor to buffer rendering commands. About to add visitor for skinner
Refactored to make skinning a separate rendering operation
Skinned and static geometry work after separation of skinning. Working on cascade shadow maps
Entered shadow mapping code. Debugging set up
Fixed obvious problems in shadow transform calculations
Added GS for shadow generation
Shadows are rendered as red
Fixed singleton class so they are deleted on application shutdown
Shadow code runs with depth render target only
Displays all the shadow maps
Reverted back to using actual camera max depth
All rendering can happen in SceneRenderer
Remive ISceneRenderer because I am now going to do all rendering in SceneRenderer so no need to split the values
Created common uniform block slots for camera WV, instance and shadow matrices