Added a temporary call to scene.bake() in ConfigurableRayTracer
Cleaned up a constructor call in RayData
Added a recursionDepth member to ShadingData (for limiting recursion level and preventing stack overflow)
Fixed a typo in the intersect() method of Triangle
Cube now sets the material of its children mesh triangles
Added a constant to Material for specifying the hard-cap for recursion depth
Added a check against the recursion hard-cap in Reflective Material
Fixed MatrixTransformSurface not baking its children
Added a cube under a series of matrix transforms to TestScene1 to test those new classes on the scene graph