TGX ROADMAP
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2D API
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3D API
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Recently completed:
1. direct templated drawMesh<SHADERS>(...) overloads for advanced shader-subset draws.
2. local point/spot lights in Renderer3D.
3. generated cylinder, cone and truncated-cone primitives.

Future ideas:
1. add blending/masking in Shaders (allow RGB32 textures ? masked color ? uint8_t transparency image ?)
2. improve 'emissive texture handling' (currently dealt with 'unlit' flag).
3. add billboarding (useful with blending for sprite rendering and affine texture mapping)
4. improve clipping/culling for tile rendering (create a 'cache' system ?)
5. Hi-Z/Low-Z depth test for fast occlusion acceptance/rejection ?
6. Particle effect system ?
7. Simple animation framework
8. create a higher level 'Scene' API.

