- Added 'Camera'
- Added 'SetuniformMat4' to the 'Shader' , this is a temporary solution
- Added u_ViewProjection to glsl shaders
- Fixed 'Application's' placeholder delta time
- Fixed glfwKeyEvent returning KeyReleasedEvent on GLFW_REPEAT
- Note: Camera is not supported for DirectX for the time being due to hlsl not
supporting uniforms like glsl
- Major tidying
- Moved 'RendererProgram' classes out of the 'Renderer' class
- Moved 'RenderCommand' member variable out of 'GraphicsContext' and into
the 'Renderer' class as a unique_ptr. results in 'Renderer' taking a
windowHandle for construction
- Defined new macros for max quads in 'Renderer.h'
- Added the 'Stringifier' to 'Base.h'
- Added the 'ResourceManager' to the 'LightEngine.h'
- Application now logs the current file directory
- Fixed the forward declaration in GraphicsContext
- Fixed the debug break in Base.h
- Fixed 'dxShader' not logging compile errors
- 'glVertexLayout' now takes in a shared_ptr for 'VertexBuffer'
- 'glShader' now logs the shader compilation errors properly
- 'dxVertexLayout' now takes in a shared_ptr for 'Shader"
- Modified 'dxSharedContext' members to be private and made getters for them
- 'dxRenderCommand::SwapBuffers' now throws dxException for
DXGI_ERROR_DEVICE_REMOD error
- removed the test '#error' in 'Base.h'
- changed from random color per vertex to input 'tint' from argument in 'DrawQuad'
- reverted back some window creation stuff
- Added the Debug folder
- Moved the Logger from Core to Debug
- Added Exceptions ( glException & dxException )
- Debugging the graphics is now a bit easier