support texture transform and lightmap

- extract the texture coordinate transformation information from the FBX file and use it for rendering (on diffuse, normal map, specular map)

- extract the emissive map from the FBX file and interpret this as the lighmap. the FBX loader expects that there is a second texcoord channel that is used for the lightmap (can have it's own transform too).

- during rendering lightmap fragment value is multiplied with diffuse color. this seems to work ok for the tested scenes, definitely need to come up with a serious plan...

- fixed the Transform lazy flag detection mechanism on setTranslation and setROtation cases to avoid flagging when it's the identity 
I believe our standard requires the zero after the decimal point in floating point literals: 0.0f, 1.0f.  Presumably that should apply to GLSL as well as C++.  I actually didn't realize that you could include the "f"; I would always write these as 0.0 and 1.0 in GLSL.