added testShader1.py, to simply display a cube for the shader program
Added shader to mesh.py and got a test script working.  Currently performs diffuse and ambient shading, with phong specular shading commented out, but working.
changed to monkey, and noticed bug with hidden vertices being rendered.  Not sure what is causing it, but it seems to be done in the shader.
minor change
added working texture shader functionality, although not currently flexible
put shaders into seperate files.
added working (but wrong rotation) cube shader, and removed need for specifying shader files in Mesh creation.
fixed cubemap--all coordinates needed to be negatived.
re-added double rotation during Scene.render_to_cubemap() calls, to get accurate positions during cam rotations.
simplified cubeShaders
resimplified Scene.draw() by adding an optional pre-rotate step
sped up Mesh.draw() by allocating more steps to glDrawList
added another script with cubemapping testing.
now ignoring blend files
added in cubemapping from player view, but still need to write a test script to check that it is correct.
updated bridgeCrossingDemo.py to reflect API change for correct cubemapping
think I've fixed the playerPosition bug.  Needs to be optimized, but should work for now.
minor change
wavefront.py now pre-loads the whole text before parsing, speeding up the process.
minor cleaning