parse GL vertex buffer layout from config array
another attempt at separating geometry/program-specific GL logic
try a generic GLGeometry renderer instead
add (commented out) Ultima 7-style axonometric alternative projection
add perspective effect on buildings (from center of screen)
add point lighting from fixed position to vertex position
support multiple GL geometry arrays per tile
add simple line geometries using default GL lines (will need to be replaced by custom triangle tesselation)
included experimental edge detection to allow clipped geometries spread across tiles (oceans, land, etc.) to appear to render as one seamless area
commented out currently unused 'auto-layout' for determining GL vextex buffer structure
going with explicitly defined vertex layouts in classes instead (for now)