/**

	\page pagLearning Learning Visualization Library

	\par Prerequisites
	
	In order to use Visualization Library you need a at least good familiarity with C++, compilers and ideally linear algebra and geometry.
	
	\par Where to Start

	The \ref pagIntro page gives a brief presentation of VL capabilities and design guide lines. It also shows how to keep up to date
	with VL news and how to obtain help.
		
	The \ref pagKeyFeatures page illustrates more in detail the most important aspects of VL, its features, its whys and hows.
	
	The \ref pagMainClasses page gives a quick overview of the most important classes and functions divided into functional
	groups such as "Math", "Geometry", "Animation" etc. Take some time to check it out, it's a great way to start your jurney through VL architecture
	and organization.

	The <a href=annotated.html>Annotated Class List</a> page contains the complete list of all VL classes with their relative description. 
	It is strongly adviced to glimpse through it at least once, you might discover classes and features you didn't even know you would need!
	
	The \ref pagDesign page depticts visually a 10000 foot view of VL architecture and design. 
	VL design is all in all very simple but it's important that you understand it before you use it so that you can get the most out of VL.
	
	The \ref pagOpenGL page allows you to see how VL maps OpenGL functions and features into its own C++
	object-oriented framework. This way if you know OpenGL and want to know how to do a specific thing with VL, you will be pointed right
	to the appropriate direction. This is one of the key features of VL: it translates almost transparently what you would do in 
	OpenGL into a friendly C++ object-oriented framework.
	
	These links are vital for any OpenGL programmer, chances are you will find yourself using them often:
	
	- OpenGL API and Shading Language Specifications and Reference Pages: http://www.opengl.org/registry/#apispecs
	- OpenGL Extensions: http://www.opengl.org/registry/#arbextspecs	
	- OpenGL 2.x Reference Manual: http://www.opengl.org/sdk/docs/man/
	- OpenGL 3.x Reference Manual: http://www.opengl.org/sdk/docs/man3/
	- OpenGL 4.x Reference Manual: http://www.opengl.org/sdk/docs/man4/
	- OpenGL ES 1.x Reference Manual: http://www.khronos.org/opengles/sdk/1.1/docs/man/
	- OpenGL ES 2.x Reference Manual: http://www.khronos.org/opengles/sdk/docs/man/
	- OpenGL SDK: http://www.opengl.org/sdk/
	
	\par Tutorials and Examples
	
	The \ref pagGuides page contains several tutorials and examples to get you started with the most important 
	VL programming concepts.
	
	In the \a src/examples/ directory you will also find a set of example applications demonstrating how to implement various techniques using Visualization Library.
	
	\par Community Resources

	- <a href="http://www.visualizationlibrary.com/newsletter/?p=subscribe&id=1">Visualization Library Newsletter</a> - To be notified of the 
	latest developments, events and news regarding Visualization Library. Only major news are sent to this newsletter like new stable 
	releases or important bug fixes releases.
	- <a href="http://twitter.com/VizLibrary">http://twitter.com/VizLibrary</a> - Here you will find more frequently updated news regarding 
	VL releases and the current development.
	- <a target=_blank href="http://www.visualizationlibrary.com/forum">Forums</a> - The right place to ask for help, advertise your 
	projects and also to check for news regarding VL releases and the current development.
		
	\par More OpenGL and 3D Graphics Background
	
	If you are just starting your journey in the 3D graphics realm then the <a target=_blank href="http://www.starstonesoftware.com/OpenGL/">OpenGL SuperBible</a> will provide you with very good theoretical and practical foundations.
	
	More advanced users will want to buy a copy of the latest revision of \a "The OpenGL Programming Guide" (also known as "red book") and of 
	\a "The OpenGL Shading Language" (also known as "orange book"). You can find all these plus many others here: http://www.opengl.org/documentation/books/
	
	\par GUI Bindings
	
	Chances are that you are using a GUI framework that is already supported by Visualization Library, like \p Win32, \p MFC, \p QT4, \p SDL, \p GLUT, \p wxWidgets and \p Cocoa (experimental). 
	If you would like to see how to use Visualization Library within a particulare GUI framework then take a look at the \p src/examples directory, which contains 
	a set of minimalistic applications that demonstrate how to use VL with several GUI frameworks. 
	
	Note that the GUI bindings shipped with VL should not be considered \a official but rather \a utility bindings. Meaning that they 
	demonstrate in practice one way to glue your application to VL. 
	You might as well rewrite from scratch or modify the existing bindings to satisfy any particular requisite 
	of your application. Eitherway, if you have a fair knowledge of the GUI framework you are using, then gluing it together with VL 
	is usually a matter of writing one or two source files in the worst case. Plus the existing utility GUI bindings show exactly 
	what you need to do.
	
	Note also that you don't strictly need GUI bindings to use VL as VL just renders to whatever OpenGL context is currently active,
	just like normal OpenGL API calls. All you need is to make sure that VL knows which camera, viewport, renderbuffer etc. to use
	when issuing rendering commands.
	
	<i>Good luck and have fun!</i>
*/