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
This adds limiting the ghost data to a specific area around the client.
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding

visibleGhostDistance = "1000";

Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION

The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance

The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
Removed Tabs, added check on connection
Added Alpha LOD to tsStatic objects.
This allows designers to set the start and end distance for Alpha LOD on objects.
fixed tabs
Remove warning
- Fixed memory leak when creating terrain with physx 3

- Fixed terrain tessellation with physx 3