Cleaned up the OpenGL graphics systems and renamed the files Josh told me to.
Texture functions moved to their proper GLtextures.cpp/.h so the underlying
system may be revamped properly.
Refactored texture system to allow arb multitexturing and shader extensions
so custom model formats in the future will be able to support material
surfaces directly imported from a model editor of your choose or mat lab.
Fixed a minor bug I accidentally had my fail safe macro for accessing textures
out of bounds in the last push, my bad, I uncommented and my game works again.
You have to be able to pass -1 as a texture to the model drawing functions
meaning to not use a texture so that it will take the draw color instead.
I've also split the graphics engine into two now, one for compatibility,
and one for making use of OGL3 so that we can use VBO's and speed everyones
games up by about 100x.
Temporarily removed the new system to avoid merge conflicts.
Committed texture handling fix from Robert.