Added ability to hold shift and skip the terrain generation when loading
Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
Added terrainBuffer struct
Added shared methods to genereate random UV's and intensities
Added water to the terrain
Added random UV's to the shader
Removed the vector3d class since DX can deal with that stuff...
Added the DDS Texture Loading for future use
Added the gamepad class for future use
Added first child method to the scenegraph
Added RGB to intensity and lerp methods to the shared methods class
Added the terrain node class with normals
Fixed issue with submeshnode not passing the world transform to the actual meshes