Updated io_handle in xlib to include update_mouse_variables.
Merge branch 'master' into integration_testing_develop
Merge pull request #294 from RobertBColton/master

Screen refreshing and other bug fixes.
Screen refreshing and other bug fixes.
Implemented views to Direct3D 9 and moved screen refresh for the Win32
platform into graphics system bridges like xlib, had to be done to stop
screen_refresh from swapping the backbuffer 2x under D3D9. Tested all 3
graphics systems on Win32 and all appear to be working, except Harri's new
OGL3 sprite batching, it is just outputting garbage for me, but it was
doing so before my applied changes. Merge when ready.
Direct3D 9.0 Transformations
Fixed them, they all work perfectly now, I almost have light flare tech
example working except for texture binding. Please merge when ready.
Merge pull request #296 from RobertBColton/master

Direct3D 9.0 Transformations *Merge*
Merge pull request #297 from RobertBColton/master

Direct3D 9 Bug Fixes *Merge*
Merge pull request #299 from RobertBColton/master

Graphics Systems Deprecation and HLSL *Merge*
Text and surfaces are in VBO now and bug fixes

-All draw_text and draw_surface functions are now using batching with
VBO.
-Fixed surface_set_target() so it works even when called in succession
without surface_reset_target() (often done).
-Added VBO clearing in blend mode functions. Will probably change later.
-Removed GLEW_EXT_framebuffer_object checks from GL3, as not supporting
FBO is not really an option in GL3.
-Added back surfaces changes which Robert reverted.
-Fixed sprite_width, sprite_height, sprite_xoffset and sprite_yoffset to
take into account scaling (just like GM, although its documentation
doesn't say that).
Merge branch 'master' into integration_testing_develop
Direct3D 9 Bug Fixes
Figured out what was causing the texture binding problems with models, I
partly had GetPrimCount on primitives wrong, the function should return
the number of triangles on the primitive for DX. I also was creating an
index buffer on models which did not need them, and was not enabling the
correct blend mode in screen_init. The only problem left is having DX's
sprite batching class running at the same time you draw a model or make a
call to SetFVF, it will make it so there is no backface culling on
objects, will investigate more. Please merge when ready.
Readded diffuse to model functions.
Fixed blend modes.
Added d3d_light_define_ambient();
Fixed up GL3 models and in turn primitives

-Made changes to GL3 models, so they don't crash the whole engine. Right
now they are quite a mess and adding these little fixes are not making
it any prettier, so it must be rewritten.
-By fixing models I also fixed primitives, which were segfaulting in all
manner of places, but mostly when used inside surfaces.
-Fixed GL3 fonts, so they draw with bound color and alpha. I also
changed many things to gs_scalar (including some int's) in hopes of
higher precision... ended up just making them look worse. Should really
figure out why that is.
Merge pull request #300 from RobertBColton/master

Finished DirectSound *Merge*
Graphics Systems Deprecation
Deprecating support for old primitive types such as quad, primitive
quality hints are now rs_nicest, rs_fastest, or in other words part of the
render state constants. Please do not merge yet I want to deprecate some
other things as well.
Deprecated 3 primitive and 3 model functions, d3d_normal, d3d_color, the
ones I added to try and emulate OpenGL immediate mode, these won't work
with our custom FVF's and stuff, we have a better solution coming.
Merge branch 'master' into integration_testing_develop
Fixed shader parameter, should have been std::string not const char*