Refactoring Model Batching
Completely rewrote the OpenGL 3 and 1 model/mesh classes. OpenGL 1 uses
the same technique as OGL 3 except instead of a vertex buffer it just uses
a vertex array, meaning it can handle more data than those old stupid fuck
call lists and has a chance of out performing them. Vertex arrays are
compatible as well on all hardware, how do I know? Because I made
d3d_draw_wall and d3d_draw_floor use a vertex array 3 months ago and
nobody including polygonz has had an issue with vertex arrays, call lists
are shit. The new mesh classes convert all primitives to either
triangle list, point list, or line list guaranteeing maximum efficiency
andminimal draw calls and memory usage.