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
Implemented physics collision for MeshRoad.

According to deepscratch's post in the forum:
http://www.garagegames.com/community/forums/viewthread/130181/1#comment-826897
Revert "Euler to quat reversion"
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
Improvements to the math in mEase
Improvements to SimDictionary for when you have a large number of objects in the game.  Under light load (i.e. under 5000 objects) this code actually runs slower that the stock simdictionary.  When you exceed 5000 objects, the template class actually runs faster and more consistently.
Added Sanity Check for out of memory
Cleaning up and streamlining Types.h,