Just apply that to all Intel cards.

We've seen broken behavior on a huge assortment of those,
including brand new ones, so building a list of known good/bad
cards is going to be a nightmare.

I've got some half-baked work done to actually test the card for
the bad behavior, but it's not ready for primetime, so just assume
the worst about anything identifying as Intel.
Use the preferred image format w/ premultiplied alpha.
On java, optionally convert images to an ideal format at load time.

Doing the heavy lifting in updateTexture means long frames, since
it happens during a draw. With large images, this can take hundreds
if not thousands (seriously!) of milliseconds, leading to some
pretty nasty stuttering, so doing it during image load keeps it on
one of those worker threads, both keeping it from blocking draws and
spreading the load across multiple cores.

There's a switch to turn it off in case your application happens
to store lots and lots of images in a more compact format and would
rather take the CPU hit whenever uploading a texture instead of the
memory bloat of full RGBA. E.g. yohoho which uses indexed pngs for
its enormous array of characters and clothing.

Note: This dropped the support for BufferedImage.TYPE_3BYTE_BGR without
conversion. Jamie hit a case of that misbehaving, so I'm leaving that
out until I can figure out what's broken there.
Translates add up, so avoid if possible.
Unused imports