WPF interop support for Windows/DirectX.
Reverted: GraphicsDevice.Initialize() must be internal for Android.
Refactor of how render target bindings are stored.
Added _currentRenderTargetCount.
_currentRenderTargetBindings is a fixed sized array and never null.
GetRenderTargets() now returns copy of array.
ApplyRenderTargets() now copies the incoming binding array elements.
Cleaned up a few unnessasary changes.
A few small cleanups.
Removed unnessasary GL.DeleteRenderbuffers() code.
Tried to make the error checking for FBO a little clearer.
We now correctly detach depth/stencil from the frame buffer.
Updating PR 1498 with a new NextPOT and fix on the condition trigger to resize the bitmap rendering buffer.
Merge branch 'develop' of https://github.com/mono/MonoGame into wpfinterop

Conflicts:
	MonoGame.Framework/Graphics/RenderTarget2D.cs
	MonoGame.Framework/Graphics/Texture2D.cs
Bugfix: SharedGraphicsDeviceManager.ApplyChanges() didn't set PresentationParameters when device was already created.
Fix ReflectiveReader loading issue
Merge pull request #1715 from evolutional/develop

Fix ReflectiveReader loading issue
Merge pull request #1497 from DigitalRune/wpfinterop

WPF interop support for Windows/DirectX.
Merge pull request #1697 from totallyeviljake/PR_1498_UPDATE_R1

Updating PR 1498
Remove File extension check that only causes failure.
Merge pull request #1716 from danzel/develop

Remove File extension check that only causes failure. - tested against the android build using cocos2d-xna tests with both standard content and custom content loaders. no regression detected.
Merge pull request #1666 from SickheadGames/rtfix

GraphicsDevice RenderTarget Fixes
Merge branch 'develop' into develop.portable

Conflicts:
	MonoGame.Framework/Content/ContentTypeReader.cs