Added three lighting functions to allow you to set lighting specularity,
and shininess, as well as individual light specularities. Obviously
not perpixel as that will be done in the GLSL's when implemented.
Fixed a bug in my previous, and added the texture priority and repeat
functions because we do need them for mobile device compatibility or
when the hardware does not have enough vram to support all the textures.
Also added a function to allow you to set the texture border color for dealing
with depth testing on transparent billboards.
Texture width/height getting functions, just place holders for now untill
Josh writes texture objects.
Fixed a problem with the 3D cube, the texturing on one side I couldn't
see was wrong, and also converted it to the model funciton now.
Also fixed a bug in the defining a light source specularity color, I was not
using the proper index before. Fixed draw_rectangle as well because it is off
by one pixel, in GM it will start at first coordinate exactly, so 0,0 to 32,32
rectangle drawing will put a pixel at 0,0 just like game maker.
Added a function for generating a variable number of mipmaps on a texture
and another function for toggling whether mipmapping is enabled for a texture.
Changed the function to clarify mipmapping filtering with 4 new constants.
Vocabulary such as tx_bilinear, tx_trilinear, is much easier to understand.
Added 3 functions for dealing with anisotropic filtering, one to get whether
the hardware currently supports it by querying the ARB extension string,
another that returns the maximum supported levels of aniso filtering, and a
third for setting each textures number of aniso levels.
Updated the copyright licenses of the files changed.
Added a function to test whether the ARB multitexturing extension is supported
by the present hardware.
Merge pull request #59 from RobertBColton/master

Specular Lighting