VTerrain: removed some more useless texture calls
VTerrain: material support
Updated templates
Renamed SCE_VRender_IsVoid() to SCE_VRender_IsEmpty()
New voxel terrain module: directly uses SCEVoxelOctree, still experimental
VOTerrain: frustum culling
VOTerrain: dont render regions hidden by a higher LOD
VOTerrain: extended grids for correct normal generation
VOTerrain: no longer create region for empty or full nodes
VOTerrain: SCE_VOTerrain_UpdateGeometry() now properly catches errors
VOTerrain: regions are now properly displayed when being updated, lower
           LOD regions no longer disappear prematurely.
VOTerrain: generate one extra row of triangles so that regions cross each other
Added SCE_VOTerrain_GetUsedVRAM() function
VOTerrain: fixed regions being rendered while in the pipline
VOTerrain: prefill grid with zeros to avoid undefined voxels when updating
Fixed SCE_Mesh_GetUsedVRAM(): now uses RGetVertexBufferUsedVRAM()
SCEMesh: added Download{Vertices,Indices}() functions
Separated vertex buffer pools from index buffer pools
VTerrain: fixed on-the-fly modification of the index buffer size: now
          performed before reallocation
VTerrain: updated QEMD calls