enable directional lighting for character previews
Revert "fog now distance based instead of depth"

This reverts commit 7ee038fdd7fcb51f901893ae0e6554a2f0cc3dc1.
Removing gamma correction due to caused inconsistencies.
Fixing water <-> waterfall blending issues (Sort of... the second part will follow later)
Changed light attenuation back to linear in all cases, this seems to be what MW does.
Shaders & textures are now loaded upon loading the NIF, instead of when the object becomes visible in the camera frustum. Should improve responsiveness.
Change default settings to use no object shaders and per vertex lighting, as some lights in MW look clearly broken with per pixel lighting enabled (e.g. fireplace in census office, ghostfence)
Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
Merge branch 'master' into graphics
Update settings UI
Merge branch 'nif_file' into graphics
Disabling PSSM feature to make sure we can fit the max. amount of terrain textures in Morrowind.esm in a single pass.
Make OpenMW work with Ogre 1.9
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types.
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
water ripples (experimental)
Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.