/*  Sol's 2d gl basecode
 *  version 2.1, December 4th, 2010
 *
 *  Copyright (C) 2010 Jari Komppa
 *
 *  This software is provided 'as-is', without any express or implied
 *  warranty.  In no event will the authors be held liable for any damages
 *  arising from the use of this software.
 *
 *  Permission is granted to anyone to use this software for any purpose,
 *  including commercial applications, and to alter it and redistribute it
 *  freely, subject to the following restrictions:
 *
 *  1. The origin of this software must not be misrepresented; you must not
 *     claim that you wrote the original software. If you use this software
 *     in a product, an acknowledgment in the product documentation would be
 *     appreciated but is not required.
 *  2. Altered source versions must be plainly marked as such, and must not be
 *     misrepresented as being the original software.
 *  3. This notice may not be removed or altered from any source distribution.
 *
 * Jari Komppa http://iki.fi/sol/
 */

This is my pile of routines which contains many of the bits that I've found
myself rewriting for every single Ludum Dare contest.

This is by no means well-structured thing, but basically just a pile of routines.

- SDL/OpenGL base, supporting window resize and fixing aspect ratios 
  - code should work as is regardless of whether display is widescreen or 4:3,
    with dark borders/bars added as needed
- Code should work as is on linux and OSX, including different endian systems
- Texture loading
  - Using public domain stb code (included in zip)
- Simple particles, "popup" texts (think '1up')
- Sprites
- Quick font
- Angelcode font file loader and renderer
  - Bitstream Vera  font rendered in various sizes included
- imgui widgets: button, scroll bar, text field
- Mersenne twister c++ implementation by Jetro Lauha
- Some simple collision tests
- Some performance monitoring

I've included several different resolution bitmap rasterizations of the 
Bitstream Vera font as it has a pretty relaxed license.

To use this code you'll also need GLee (included) and SDL 1.2.x.

GLee isn't exactly required to compile the code, but it's handy in case you want
to use more than OpenGL 1.2 routines.