game: level1 - starting from scratch

moved all temporary/test resources and assets
to xxx_old
game: assets...

We need all kinds of mushrooms, rocks,
bullets, etc. So far only have one
awful mushroom...

Also, we now can use '+', '-', '*' to
change level zoom, that's to better observe
what we're doing.

Also, we can now use 'up arrow' to move
really fast, this is also to observe stuff,
will be removed later
game: assets...

More assets
game: assets...

Now have some shroom assets
game: implementing render stripe component...

Currently our terrain looks awful, we need to add
some grass and other layers in order to make it more
appealing. Render stipe component will serve that
purpose. We'll also use it together with our dynamic rocks
and stones to make them look better
game: implemented render stripe component logic

it's only stripe composition and texturing for now,
still need to:
* for now only quads are supported as stripe polygons,
  we should also support polygons with sides > 4 and
  m.b. also support triangles, but with triangles texture
  generation becomes much harder, m.b. we shouldn't do this...
* support culling
* support orientation in RUBE
* fix texture repeat - we need to drop current
  shader-based approach and just use separate
  textures when we want to repeat them
game: texturing fixed

* repeated textures are now stored
  separately, i.e. not in atlas, this is the only sane way
  to do texture repeat in OpenGL. Also, we use trivial pixel shader
  now
* texture atlas now has 2 pixel padding and atlas texture coordinates
  are now inflated by 0.5 (instead of being deflated by 0.5), this
  ensures correct bilinear sampling
* textures now support setting wrap mode, this is essential for things
  like grass, when x wrap mode must be "repeat" and y wrap mode must
  be "clamp", otherwise artifacts at top and bottom of the grass are
  inavoidable (they happen due to linear sampling in y direction)
* using GL_LINEAR_MIPMAP_NEAREST instead of GL_LINEAR for
  minification filter, this yields much better picture when we zoom
  the scene out
game: improve render stripe component

render stripe component now supports
polygons with number of sides > 4
game: more runtime checking for render stripe component

forbid connection of polygons via adjacent edges
of another polygon
game: some more fixes

* render stripe component now supports
  culling and, thus, it's now complete
* we can now set all render component properties
  from RUBE
game: assets...
game: fix render stripe component AABB calculation

update prevAABB properly
game: level design

Finally, we're actually designing a level
game: level design...

* return RUBE script that processes welds
* one more spinning rock :)