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.
-Add code to allow for resizing/maximizing the window
-Add logic to make imgui element placement depedent on the window size so it works in fullscreen
-Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params
-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.
-Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.

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.

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.
-Show the fps in a gui component instead of printing it to the console

MAJOR TASKS TODO
==================

MAJOR TASKS DONE
==================
-Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui
  -The SFML graphics module requires the compatibility profile, which on OSX is only available for OpenGL < 3.0
  -I don't think ImGui would work with SFML
  -When the time comes, maybe just try using the networking and audio components of SFML
-Implement lasers
-Figure out why rendering doesn't work on the Windows laptop

STEPS TO SWITCH OFF OF GLOBAL VBOS
===================================

2. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)

STEPS TO SWITCH OFF OF GLOBAL VBOS DONE
========================================

1. Remove buffer re-assignment when creating shader model groups
3. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base
4. in renderScene, change the glDrawArrays call to use an offset of 0

LONGTERM TODO
==============

- Switch from IMGUI to Allegro
   - Correctly align UI elements when the window is resized