Fixed rendering pipeline to correctly draw in both device an emulator.

Shader.java:
* Only renders mesh with single color defined by color.
Removed texture to keep it even simpler.
* Introduces two states, PROGRAM_COMPILED_WITH_ERROR, SHADER_COMPILED_WITH_ERROR making the code a bit simpler to read.
Instead of having magic gl integers.

Mesh:
* Added a general init method which can be called when vertex data has been loaded by external loader.
* Still needs some thought and rework.

QualifierFactory:
* MVP Matrix is now considered to be per instance than per frame.

CommonRenderer:
* Introduced a clear color attribute and setter.

ComponentRenderer:
* Reorganized matrix multiplications order.
* Added enable of depth test.

TextureFactory
* Need some more work before being used.

Square:
* General functionality have been pushed upwards to mesh.
* Does currently not use texture -> Create a TexturedSquare

Triangle:
* Loads texture but the shader does not use that data as of now.

GL2SurfaceView
* Created our own surface view to encapsulate setup of the view.

OpenGLESActivity
* Temporary removed the gl1 fallback, now it instead finished the activity and logs the issue.
Fixed bug