Various fixes from weekend

Fixed pointer size on 64bit platforms.
Increased tessellation level.
Fixed vertex colors on tesselated faces.
Fixed some var size warnings.
Enabled loading of type 47 bsp.
Fixed normal normalization for tessellated faces.
Converted tessellated faces to VBO.
Switched to shader pipeline.
Reduced number of gl calls during render loop by several thousand
(changes to client states)
Switched to non-gl handling of matrices.
Enabled anti-aliasing.
Added lightmap loading (no rendering), fixed win32 building
Move to vao + shaders for everything

Some of the vertex colors seem off (tongue is black, arches have some
black sectors).
I'm coming up on a need to refactor this. All view related stuff
(matrices) should be in the camera object.
Shader handling should be an object.
Rendering functions should move to q3BSP.

The biggest challenge is to figure out the best way to organize the damn
faces. (by texture/lightmap/visibility?). Switching to texture storage
might take away penalty of texture switches allowing it to be unsorted.

Need to switch to OGL3.2 asap so I can get better GLSL.
Modularized the VAO creation
Go away
Go away
Go away
Reenable entity parsing. We're gonna need it for lighting
Remove some more deprecated stuff and cleanup
Forgot the updated shaders