add quaternion test program
add quat_to_rot_matrix function
add quat_to_rh_rot_matrix function (right handed rotation matrix)
rename quat_to_rot_matrix function to quat_to_lh_rot_matrix (left handed rotation matrix)

Conflicts:

	entity.c
Make render and opengl agree on camera left, right, top, bottom

(fix integer truncation issue in calculations.)
improve object clipping -- still not proper frustrum culling
adjust near, far camera planes
change default angle of view
unify wireframe and shaded entity rendering
so that drawing the sorted triangles correctly overlaps the wireframe when both are active