In most cases just adapted to changes in root namespace and SceneGraph.
ForceRenderer now takes const reference to force vector and additionally
disallows passing rvalue to it.
Now using const reference to the shape instead of non-const one, also
removed some duplicated code and unneeded includes from the switch,
these operations are done in renderer implementations themselves.
All rendering code computed the transformation/projection matrix the
same way, resulting in redundant calculations. Also the
`transformationMatrix` parameter of internal draw() function was never
used.
It was mainly in DimensionTraits usage. Also using DimensionTraits::*Type
for private members of physics shapes instead of manually specified
superclasses. The header is still included because of all the inline
accessors, so why not use the same type inside the class.
* Instead of "binding attributes" the user now "adds vertex buffer". It
corresponds better with what OpenGL itself does.
* Vertex buffers now must be managed by the user.
* Shader attributes are now static const members instead of typedefs to
allow more convenient add*VertexBuffer*() calls.