Beta upgrades: bloom, control, display

Numerous upgrades, including:

Automatic resolution matching for main display.

Buffered rendering system, able to accelerate drawing by rendering most
of the graphics at a lower resolution. Defaults are currently set to
1920*1080 with no way to change them other than via code.

Motion cursor can be set to use the mouse instead of the webcam, and
does so in event of missing camera feed.

Added method to generate and cache warp maps from normal maps. Code is
currently inert, awaiting reactivation; pregenerated maps are now in the
data folder.

Added second RenderManager and connected it to draw buffer. This now
holds the HUD elements, allowing them to be distorted by the window map.

Corrected fromPercent and toPercent methods to give correct positional
mappings for navigation.

Corrected Light method makeDirectional to shine in the right direction
(remapping some dimensions in the process).

RenderManager can now accept fullscreen passes in all layers. This is
currently only used to comply the warp pass normals to flat.

Created bloom shader, which can be activated in RenderManager. This
makes bright things glow. Because it's very expensive, it's generated
via a couple of low-res buffers.

Ship navigation changed to accelerate at maximum only when facing the
target directly. This makes for sharper turns.

Added exhaust to PreyA ships.

NormalDeferrer uses atan instead of matrix rotation. Performance effect
indeterminate.

Background now has some shiny stars. These can demonstrate the improved
warp effects.