* limit normal if the blended vertex nor is oposite (fix the problem mentioned in polybump conclusion)
  (need denormalized normals or changes in specular mapping (diffuse is not that important) )


* check for low poly less than 256*256 - because we use 16bit triangle indices in SRF file


* avergae normal vector = http://www.andrew-whitehurst.net/amb_occlude.html

* export denormalize texture map - for debugging and tweaking purpose

* update doc about export OBJ and new stuff
* get bumpmap from 3dstudio max
* remove vector class from rastercube

* output displacement with 16 or more bit
* integrate displacement magnitude in extended filename
* add normal jitter to the user interface
* draw only triangles with used material ID in the .cln

Maya:
* check problems with material id 

User interface
* show calculated result afterwards 

Optimize:
* RasterCube with back face culling
* accessibility quality:			float tilt=(float)sin(tiltanglepart*PI*0.5f);  -> float tilt=(float)sin(sqrt(tiltanglepart)*PI*0.5f);   and other stuff


