[engine][OpenGL]Issue #115. Implement handling of filter type in appropiate place.

There is still artifacts where texturing doesn't take place because of not set min and mag filter.

Some flow in the engine may be causing this.
[tests]Add test for issue #115
[mac]Add tests to OSX
[linux]Add tests to OSX
[engine]Issue #115: Some safe check asserts
[engine]Issue #115: Refactor client and texture state setting to keep code clean.

Actually this would really be needed to be done as a stack state, to push and pop all the state as needed. This is the minimum effort refactor, and if it proves necessary in future, would need to track whole GL state in a stack on our engine side.
[engine]Fix issue #115 completely.

Problem:
1. Was not changing filter state in texture sampler for GL
2. Sampler state GL API depends on the bound texture, so it must be set after a call to glBindTexture. Refactored to make this possible in engine.
Merge branch 'Issue115' into BugFixing
[win]Added new test for Issue #115
[engine]Issue #116: Refactor to give input integers a meaning
[engine]Issue #116: Use debug log tag for error
[engine]Issue #116: Use debug log tag for ok header
[engine]Issue #116: Use debug log tag for info header
[engine]Issue #116: Use debug log tag for warning header
[engine]Issue #116: Use debug log tag for begin header
[engine]Issue #116: Use debug log tag for end header
[engine]Issue #116: Use debug log tag for places where missed before
[engine]Issue #116: The fix itself which was breaking the log format. Wrong API was used, and C++ allows for silent casting from int to bool :(
Small refactor to unused log line
[Win] Added differentiation on import and export of dll symbols. Not explicitly needed, but it is the best practice