Added an option to FarMeshFactory to generate triangle patches instead of quadrilateral patches for a uniformly subdivided mesh.  This option is applicable to GL-ES, which does not support quadrilateral primitives.
Changes to address comments in #284.

* rolled getNumFVarVertices into allocateTables
* renamed tessellate to triangulateQuads (technically speaking, Loop scheme uses a trivial triangulation)
* condensed the pointer arithmetic used for triangulating the data tables
Merge pull request #284 from nathan-at-digitalfish/add_far_triangulate

Generate triangle patches for a uniformly subdivided mesh