Fixed Draw GUI and other Graphics Anomalies *Merge*
Polygonz did the right thing he set up Draw GUI just like Studio did, I
made the mistake of assuming the wireframe cube that was white was a
seperate object drawing its sprite 2x. Anyway, polygonz was right on the
money but there were a few other things stopping it from including me not
clearing the depth buffer and stupid fuck checks for d3d functions as to
whether or not the d3d mode is enabled, this is wrong, you should be able
to set hidden surface removal outside of 3D mode. Also whoever implemented
zwriteenable does not understand how it actually works.
d3d_set_hidden(false) cleas the entire depth buffer in Game Maker, test
for yourself, d3d_set_zwriteenable(false) just temporarily disables
writing to the depth buffer but does not destroy it or clear its values
this is useful for particle effects or other billboards which use cutout
transparent interpolated textures and the functions name was derived from
the DirectX equivelant. Please merge when ready.
Added depth testing guard around draw_globalVBO until other issues with it
are resolved.
Implemented shaders as a resource to the Compiler/JDI as well as the
plugin.
Implemented EGM saving with shader resources the proper way.
Fully implemented saving and loading of shader resources to the EGM
format.
Removing useless property from shader spec in EGM
Renamed FCode and VCode to Fragment and Vertex for Josh.
Merge pull request #357 from RobertBColton/master

Fixed Draw GUI and other Graphics Anomalies *Merge*