cut down on memory, because the Balls had over 20 million elements taking up space (and the ThickCyls in the Jumbotron was equally bad).
working on framebuffers
- texture / shader overhaul, they mostly work again
framebuffers work everywhere.. except in the stadium
fixed single objects - in fact, everything except, typically, the stadium
http://stackoverflow.com/questions/9705771/conflict-when-using-two-or-more-shaders-with-different-number-of-attributes
balls work, framebuffer works, but stadium does not work
textures fixed. loading screen implemented.
fixed ball loading.
- now it is the object itself that chooses the shader.
also, we sidestep loading screen entirely if there are no textures to load