Removed VboSample.

Core profile Vbos are now nicely supported by cinder_next.
No need to reinvent that wheel.
PupTentApp compiles against cinder_next.

Rendering is not yet working.
Adding Vao and shader to rendersystem.

Still not seeing anything on screen.
Getting a flash of correct content at start.

Then is settles on yellow trash.
Rendering, but not all the way there.

Color is incorrectly passed through the pipeline.
Very close to correct rendering.

For some reason, OpenGL isn't happy with me passing color through
as a series of unsigned bytes. So we switched to four floats for now.
Also, OpenGL isn't liking the multiply pass.
Moved PupTent into development apps section.

samples will eventually be actual samples.
development is intended for working out functionality.
Something strange with the color.

Dividing by 255 in the shader fixes it for the sprites.
Starting to play with catch for testing.
Rearranged dependencies for PupTent.

Trying to get Catch to work within XCode.
Added note in Makefile.

Dependency on Cinder makes running tests from the command-line
a tiny bit trickier. Also need to organize the building of each
of my own libraries for linking.
Using blend scopes.

Makes sure that the blend mode is properly set at start.
Bug was that multiply blend propagated around to initial draw.
Working unit tests with catch in Xcode.

Add a command-line app target. It should inherit search paths, etc
from the project. In its main file, write catch unit tests.
Build and run to run tests.
This isn't as integrated with XCode as XCTest, but it supports C++
and has a more consistent syntax.
More unit tests.
Moved old code into archive/ directory.
Pockets development project created.

Starting on a little physics library for UI animations.
No collision detection, but will handle basic constraints.
Simple physics has verlet integration of all nodes.
SimplePhysics springs added.

Force directed layout now possible.
Simple springy example with decent friction calculation.
Pretty solid physics scrolling effect.

With a "leash" and a range constrained target.