Chunking uses multiple VertexBuffers per texture

So the idea behind this is that each textured block has its own
VertexBuffer, that way it can be sorted based on what texture is
assigned to what group of blocks.

Also currently being worked on is texturing with VertexBuffers, it's
practically there just have to find out how to properly insert the data
into the draw list to make it have proper texture coordinate mapping.

The VertexBuffers when it comes to having multiple texture block groups
is also insanely bugged, it's sortof as if vertices are being merged
with ones that don't exist, I can't properly explain it.

Also changed:
The VertexBuffer simply uses floats in-place of dimensional vectors now,
just less overhead. It will now also clear the compiled list of vertices
once finished.