I AM RENDER MAN

I cobbled together the render code from d3dapp and PVGame into one giant
mess that works. Next commit is improving it to not be as terrible.
Added method to begin dynamic buffers.

See 'AddToGeometryBuffer' in RenderManager.
Works mostly like book code for initial vertices/indices. When new ones
are added, we must combine arrays. Still needs work but right now still
renders initial scene.
Relative Indexing and memory leak fix

Because who needs sleep?
Also forgot to close a leak under certain conditions. All fixed! (for
now).

Objects now need local indexing. Which is actually better than
hard-coding it in. Yeah!
Release buffers before creating new ones

Have to manually release buffer before overwriting it, otherwise DirectX
complains.
Also stopped Player from printing location every second.
Revert "Release buffers before creating new ones"

This reverts commit 6ef04645475c0c9c3e487daa93bb5edf89ed7ba2.
Added Menu System

Game does not draw until the Enter key is pressed (starts in the main
menu). It can draw something at the main menu when the rendering system
is changed.
Quick Cleanup

Deleted empty Constants.cpp so we only have a single Constants file.
Put 'ReleaseCOM' for index/vertex buffer when making new one. Quick fix
to prevent leaking, won't matter when RenderMan uses different render
system.
"Finished" Menu System for checkpoint 1

Starts in silver screen, press enter to start
Broken heavy loader code

This has braynzar's obj loader code. It isn't working completely yet.
Figured I'd save it.
HeavyLoader fix

I HACKED IT IN.
No, in seriousness, I converted vertex format from .obj into the
currently used simple Vertex format. Also fixed my index method in
RenderMan because it was using the wrong value to offset indices. Blah.
Cube now loads, the colors are inversed but I think that's because of we
define a face via obj file? I wanted to submit what we had first
especially since a lot of this will have to be redone anyway.