DEBUGGING
==========
-Read the sections about shader debugging, starting from line 59

TODO
==========
-Change the logger class to use cout instead of printf. Consider how easy variable argument support would be.
-Change all error messages to use the logger class so they get printed to the log file as well.
-Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.
-Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params
-Add code to allow for resizing/maximizing the window
-Move some common functions into a Utils class

DONE
==========
-Print a warning if texture images don't have sizes of 2^x
-Fix the texture-mapping code to not flip the texture upside down.

NEW TODO
==========
-Unbind buffers (by binding to 0) once I'm done using them. This will help catch errors faster where I'm using a different buffer than I expect.
-Show the fps in a gui component instead of printing it to the console

New DONE
==========
-Move buffer memory allocation code into populateBuffers()
-Go through the large design comment blocks and clean them up. Turn them into documentation for the code that's been written since I wrote the designs.