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.
Fixed MaterialContent.GetTexture() to return null when a texture doesn't exist.
Added BoundingSphereComparer.
Helper for cloning materials.
Removed horrible old license spew.
Added ArrayUtil.ConvertTo() helper.
Fixed BoundingSphere.CreateFromPoints() to match XNA behavior.
Added some new tests to BoundingSphereTests().
Added new ModelProcessorTests.
Removed unnessasary backwards loop from cut and pasted code.
We now calculate the bounding sphere at the end of ProcessMesh.
We now correctly clone the material for vertex colors.