update software render to use opengl frustum and perspective
 matrix make field of view angle work and set to 60 degrees correct software
 render so it renders in right handed coordiates allowing proper rotation and
 z from game
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
fix fake star clipping
tweak camera position of 3d nav screen
allow zooming of main screen
add jeremy to authors
increase amount of allowed zoom on main screen
allow comms to set mainscreen zoom level
fix crash if targeting newly created enemy
make camera angle of view work in radians
Allow setting camera up direction
Allow setting camera orientation by quaternion
fix setting of quaternion by heading

Should use y axis, not z.