Implemented a divide-and-conquer approach to speeding up reverb engine, without increasing latency using multiple, different sized FFT's. Algorithm optimized to ensure that the same amount of processing is done each frame. Reverb now working in real-time.
Added HRTF (Kemar) samples for 3d spatialization
Exposed frame buffer width and height for camera renderFrame calls.
Fixed a bug that caused objects containing a mixture of both opaque and transparent materials to be rendered entirely in the transparent render pass. Now the sub meshes are evaluated independently.