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.
Merged Phillipe Rollin's (@prollin) RenderTarget changes.
Using the new GraphicsCapabilities propertys for Depth24 and NonLinear. Set the right Depthformat when calling GL.RenderbufferStorage()
Change GraphicsCapabilities properties to have Supports prefix.
Fixed SupportsPackedDepthStencil typo.
Fix typo for Anisotric to Anisotripic, for non GLES codepath.
Fixed MacOS build DepthFormat.Depth24Stencil8 path in RenderTarget2D
Bizarrely the previous commit built fine locally, but not on the build server. I've added a missing the break;
Merge pull request #1666 from SickheadGames/rtfix

GraphicsDevice RenderTarget Fixes
[Win8] Protocol to reactivate suspended game
The protocol can be used to reactivate a suspended game, therefore we should only create the game object if it does not already exist.
Merged with upstream and fixed conflicts.
Removed Check and used @prollin's GL.FramebufferRenderbuffer code as per discussion.
Adding Transform ( Vector[] sourceArray, ref Quaternion rotation, Vector[] destination) to Vector3 class, implemented similarly as compared to the ref Matrix rotation version.
Merge pull request #1724 from nightst4r/develop

Adding Transform ( Vector[] sourceArray, ref Quaternion rotation, Vector...
Merge pull request #1699 from CartBlanche/AndroidFullScreenFix

Merged Phillipe Rollin's (@prollin) RenderTarget changes for Android
Merge pull request #1723 from slygamer/win8-protocol

[Win8] Protocol to reactivate suspended game
Merge branch 'develop' of git://github.com/mono/MonoGame into develop