Started model loading system rewrite

Create ModelData and MeshData structs which will be used to store raw
model info in RAM. Rewrote "storage::readModel" so that it uses these new
structs. TODO: Rewrite "storage::loadModel".
Work on the ModelLoading rewrite continues...

Model's constructor will have to be changed, as well, so it can read in
its Material info from the incoming ModelData...
Model::setupBuffers will need to be changed, as well, obviously.
Work continues. New model loading system is ready, but textures are
broken. Investigating!
Fixed a print statement. What a commit!
Fixed textures not rendering

Turns out I had set the UVs array to uints, instead of floats. Bad
Derin. Bad.
Fixed material access issues in storage and renderer

More work needs to be done in model.cpp: For some odd reason, the
memory in "mat.shader" seems to get corrupted, resulting in a weird id
being returned. Investigation: activate!
Added .gdbinit to .gitignore
Added material index to BufferCombo

...which is what we now use for looking up materials on a per-mesh
basis in renderer.render()

It should be noted that things aren't fully working just yet... the
part in model.cpp where we set the matIndex (after the bBox) needs to
be improved.
Fixed issue with adding mesh material to BCombo
Merge pull request #9 from Berulacks/ModelLoadingRewrite

Model loading rewrite