Cleanup and functionality expansion

I have been messing around with lighting and have a rough idea on how to properly implement it however I am not comfortable implementing it until texturing is done. In the mean time I have cleaned up the pipeline and now have now have the buffers for the mess as well as the shaders and texture stored in it own class. The way I have the shader system setup if there is no shader for the mesh it will use the default shader this allows me to maintain a reasonably low upkeep but allow the use of other shaders for different effects.

To keep myself productive well I do more work on the framework I implemented input. I am keeping it simple and just taking keyboard input from windows seen as it will send me the messages anyway and it has most of the keys needed to do tasks.

Other then that I added the main loop and basic frame independent tool.

Well until the next major update that is all.

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