Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
Simplify drawRecursive
Minor
Define float precision in Vertex Shaders to the same like in Fragment Shaders.
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)