Dropped bloom intensity back down to vaguely reasonable levels

TODO:  Make this configurable by games.  Should really set up 'bloom' as
an optional and configurable post-process step rather than as a
"renderer" per se.
Force render state flush before drawing points.

Should deprecate drawing of points entirely;  or at least individual
points like this.  But for now, at least make them flush the current
render state properly.
Fixes integer->void* conversion build warning in vsTask.

Also converts the file to unix line endings.
Fix to vsRandom::GetInt()
More useful "globalTime" uniform for shaders.

Now initialised to 0 at program start, instead of using the current
time-since-epoch.
Adds support to vsMesh for PCT format.

(How had I missed this before?  Have I really never used this?)
vsPool provides an "IsEmpty()" function.

Returns 'true' only if there is nothing available in the pool AND the
pool is configured to not expand when exhausted.
Removes executable bit from source files which had it.
More tweaks to try to get sdl2 window resizing to work properly
Merge branch 'master' into sdl2
Converts Renderer system to Renderer + Scheme

Maintaining the context and general rendering structure goes
in the Renderer.

Managing shaders and screen-space post-fx goes in the Scheme.

This isn't the ideal system, but it's a little nicer than it was.  Had
to do this now in order to solve the vsRenderer Init/InitPhaseTwo debacle.
Input now mostly works under SDL2.

Includes simple patch which retains Command+Left click == Right Click on
OSX, as was the case under SDL1, for those of us stuck with
single-button trackpads.  :)

Still TODO is text input, which has a brand new interface under SDL2.