Implemented character caches to hold multiple vertex buffers
- HardwareCharacterCache.as moved to cache package
- HardwareCharacterCache.as now stores several HardwareCharacterCacheSection.as objects to split vertices and indices across several objects. This prevents the library to exceeding the vertex or index buffer size limit.
- added HardwareCharacterCacheSection.as
- added IHardwareTextRendererFactory.as
- added BatchedGlyphRendererFactory.as
- HardwareCharacterCache.as now gets a renderer factory passed instead of a single factory since there might be several HardwareCharacterCacheSection.as objects, each with it's own renderer.
- IHardwareGlyphRenderer objects now are expected to return null if the path about to be added wouldn't fit in the respective buffers anymore.