PhysX3 basic plugin.
Readme update.
Readme update #2
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.

OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
Add sampler names to ShaderData declarations necesary for OpenGL.

ShaderData changes:
* OGLVertexShaderFile/OGLPixelShaderFile not used in DX9.
* samplerNames[?] not used in DX9.
Use shader data for get sampler register in CloudLayer and BasicClouds.
Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
Handle texel-pixel offset with diferents graphics APIs.
Merge remote-tracking branch 'GarageGames/development' into physx3_basic
code cleanup
README update
Removed old px3Cast
Readme fixup
Merge pull request #885 from GarageGames/development-3.6

Version 3.6.2
- Fixed memory leak when creating terrain with physx 3

- Fixed terrain tessellation with physx 3
turret tracking correction
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
Fix PrimBuild with non Fixed Function Pipeline.
Add GFXDevice::setupGenericShader for fix render on non FFP.
Change RenderParticleMgr for use sampler names instead of harcoded locations for allow OpenGL.