Raise NEWT MouseButton Maximum from 6 -> 16 (API Change)

- Button 9 has been reported to be sent by Olamedia

- Rearrange the input bit mask in InputEvent (API Change)

- Raise the max. button number to 16
Fix GLDrawable.swapBuffer() implementation in AWT/SWT GLCanvas and GLAutoDrawableBase

Simply lock drawable and issue drawable.swapBuffers(), no need to make context current.
Refine GLDrawable.swapBuffer() fix (AWT/SWT GLCanvas and GLAutoDrawableBase) of commit 455fed40391afe10ce5ffb9146ca325af63b0a49

Add drawable null check before using.
Fix etc/test.sh - It was still using the old jogl.all.jar file. Thx to Gene Ressler for finding this one.
NEWT X11/KeyMap: Add XK_grave -> J_VK_BACK_QUOTE
TestInitConcurrent0[12]NEWT: Reduce test w/ 16 threads to 6 for ARM || WINDOWS if not started from console

Sadly it appears that w/ the ATI Catalyst driver,
the TestInitConcurrent02NEWT w/ 16 concurrent threads brings down the JVM sometimes.

This results in a locked singleton thread and distrubs the whole unit tests session.

We are aware of the ATI Catalyst threading bug on Windows and Linux.
FloatUtil/PMVMatrix/GLUniformData: Move impl. of FloatBuffer matrix toString(..) from PMVMatrix to FloatUtil and make it more generic; GLUniformData toString() also dumps it's matrices.
UITestCase: Only print each display/reshape in verbose mode
GLBuffers.slice: Preserve parent buffer position/limit and the parent's byte-order for sliced result
ImmModeSink: Fix bugs (use glBufferUsage, vboUsage, GL_POLYGON, GL_QUADS) and add API docs. (API Change)

- Changed create*(..) factory methods (API Change)
  - Drop passing GL instance, not needed
    - allows creation of ImmModeSink as final field w/o GL context
  - Use 'glBufferUsage' to determine whether to use VBO or not ( 0 == glBufferUsage )

- Use glBufferUsage in glBufferData(..) call (oops)

- Toggle vboUsage per object ( 0 == glBufferUsage ? nonVBO : VBO )
  remove static VBO usage flag

- Fix render mode
  - GL_POLYGON -> GL_TRIANGLE_FAN (not GL_LINES)
  - GL_QUADS -> Looped GL_TRIANGLE_FAN (is !GL2) in draw(..) w/ and w/o indices

- Buffer usage

  - documented

  - allow creating sink w/ all components (vertices, color, normal and texCoords)
    bit render and grow only used parts.
    This allows proper usage of sink where it is not known
    which types are being used.

- Added test case

- Manually tested w/ Jake2 ES1
  Jake2 uses the FFP immediate mode rendering, where we utilize this sink
  w/o rendering artifacts.
TestSWTAccessor03AWTGLn: Add '-time <duration>' commandline option
GLUniformData: add null format string to Buffers.toString()
GLUniformData.toString() matrix: Add matrix offset ..
Simplify GLArrayHandler and reduce VBO sideffects

VBO: Always unbind VBO ASAP after data transfer (glBufferData())
     and assignment (glVertexPointer(..), glVertexAttribPointer()).
     It's a bug to leave it bound .. due to redundancy
     and other calls which could have change the VBO binding.

Removed syncData(..), now it's only issued at enable
and hence migrated into the enable method.
GLArrayData* VBO binding: Adding explicit bindBuffer(..) method, since VBO is not more bound after enableBuffer(); Fix unit test (test VBO bound).

Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound.
See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements().

Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
ES2Impl fix: Remove code which could imply recursion if !ES2Compatible (although impossible, but looks bad)
ShaderState: Clean-up debug / verbose output. attachShaderProgram(..) still issues UseProgram is enable==true, but no program switch.

More versatile toString(StringBuilder sb, boolean alsoUnlocated), by default don't dump uniforms/attributes
w/o valid location.
Enhance FixedFuncPipeline: Multi-Texture, Tex-Env, Alpha-Test, Lighting (fix, incomplete still), ShaderSelectionMode, Fix default values

Besides the above mentioned additional features towards completness of the FFP emu,
the ShaderSelectionMode allows fixating a shader program configuration,
i.e. AUTO switch (default) or choosing a static shader program to avoid heavy program switches
incl. uniform/attribute updates.
Adding unit tests for ImmModeSink and FixedFunctionPipeline (single & combinations, plus texture usage)