Initial Font implementation.

It's based on freetype-gl, but I'm slowly extracting things. The
current prototype is scarily inefficient.
font: corrections, fixes.

Casting to int made font rendering look out of place at points.
Remove the need to manually store uniform/attrib locations.

Instead, when using them, if they are not found, initiate a search
for their location and store it.
cleanup: new vertex standard object
minor: spriteIndices -> indices
glDeleteBuffers is smart enough to ignore if the index is 0
add own VertexBuffer implementation.
Spritesheet cleanup.
merge indices into VertexBuffer.
use own VertexBuffer in font and get rid of freetype-gl buffer.
auto-update vertex buffer if dirty
bugfix: when there were more indices than vertices the indices were incorrect.

use the vertex count to calculate the global indices.
Font outlines.

Re-enable per-vertex color in font rendering, so we can outline
it properly. Initialize cursor value. Enable color attrib in
VertexBuffer.
Oh snap. Text shaders were missing.
add Font ruby bindings.

Note that for ruby, where we convert char* to wchar_t*, we need
to set the locale (which doesn't work on windows, of course...)
find a more elegant solution.