Removed MemoizedVarInitializerForVerticeData block typedefs

They're no longer being used.
SDTLog improvements

SDTLog branched to SDTLogInMethod and SDTLogInFunction, the former for inside of an Ojective-C method and the latter for inside of a C function.  SDTLogInMethod is aliased to SDTLog for backwards-compatibility.
Converted drawing to 2D coordinates.

All the drawing we're doing here is 2D.  There's no reason to include a 3rd always-0.0 coordinate in all the vertices.
Fixed a couple of _viewFocus_pt direct accesses

Missed these earlier.  Now using the proper getter (`self.viewFocus_pt`) instead of accessing the parent class's ivar directly.
Horribly inefficient updating text for GLK

The text drawing for GLK will destroy and recreate not only the texture but also the entire vertex buffer whenever the text changes.  On the upside, it does work, it is only when it changes (which is half the work towards a proper implementation), and it shows us that getting rid of a vertex buffer in the middle of a frame is possible even if it's a bad idea.

On the downside, measured FPS calculation for GL seems to be something I forgot to get working.

So:
• Drawing logic genericized into drawOverlayText:onLine:forView: for both SceneForCG and SceneForGLK (the GLK version has a few extra storage handle params though).
• overlayTextColor and overlayTextFont turned into persistents (both SceneForCG and SceneForGLK).
• within:(CGRect)drawRect removed from draw methods and replace with viewSize fetch.
• Old color accessors' static vars moved to file-scope, like the rest of them.


_Yah, GL is fast.  Although this has taken a while to get together, this was a good choice._