- remove the GL error check in cudaGLVertexBuffer :
* unrelated GL errors left on the stack were triggering erroneous
vertexBuffer allocation errors
* we should not be checking for GL errors here anyway (as most other
buffer allocations aren't checked either)
- add some pointer checking in the GL / D3D drawContexts in case the
vertexBuffer pointers passed are NULL
- add some additional typedefs in OsdError to report some of the new
CUDA / GL related errors
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).
- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.
- DirectX 11 support
- and much more...