packetize Phong shader
new scons config options:
  simd=(yes|no) - allow/suppress explicit SSE
  force_flags=(yes|no) - force use of specified flags instead of autodetected
  profile=(yes|no) - enable gcc's profiling (-pg option)
check for pthread.h header, don't try to build without it
add fourth Vector3 component for better memory aligning
rename Vector3 to Vector
partialy SSE-ize Vector class (only fully vertical operations)
build static lib and python module in distinctive directories
  to avoid collision of library file names on some platforms
Bugs
====
 * (none known)
Future Plans
============
 * Python binding for material.h classes
 * Container should implement Shape interface to allow building hierarchies
 * Container should allow local space transformations
 * generalization: Camera "shader" (ray generator), surface shader and maybe light & background shaders
 * put everything into a namespace
 * stochastic oversampling
 * absorbtion of refracted rays in dense materials (can be computed using shape distance and some 'absorbance' constant)
 * implement efficient AABB-ray intersection using Plucker coordinates
New Classes?
============
scene.h   -- Scene, ...
reader.h  -- Reader, WavefrontReader
wf = new WavefrontReader()
wf.setContainer(top)
wf.setTransform(monkey_pos_matrix)
wf.read("monkey.obj")
// more transform&reads
destroy wf
Scene scene -- container with shapes, a camera and lights
scene = new Scene()
scene.setCamera(new Camera(eye, u, v, p))
scene.addLight(new PointLight(pos, color))
rt.setScene(scene)
rt.render(w,h)