Start setting up to use a fullscreen rendertarget.
Merge branch 'master' of github.com:Luomu/ssp into UseRenderTarget

Conflicts:
	src/Pi.h
Added the Hudtrail files to VC2012 project
Pre-bed commit, not working, doing something wrong, somewhere, somehow.
Add sensible default initialiser to RenderTargetDescription.
Actually get something rendering!!! Upside down, but progress is progress!
Bit of a hack, let me flip the texture used for a TexturedQuad when I'm rendering the FBO texture to the screen.
Everything drawing the correct way up now.
Use a depth buffer :)
Switch to using a fully qualified constructor and const members for the RenderTargetDesc.
bug fix: the GUI is always 800x600 so don't use the actual screen width & height when displaying the render target.
Added a God mode as it was annoying being destroyed whilst testing with an AI attacker in the game. Type "Player.OutsideContextProblem()" to toggle it.
Still using the Ortho and GUI but now rendering using the RenderTarget everywhere.
Delete commented code.
Stopped using the Gui::Screen ortho methods.
Tidied up use of the renderTarget a bit, not sure of the naming convention to use yet.
Added a port of TexturedQuad to Drawables to use for RenderTarget.
Privatise the render target and associated things.