game: threaded rendering and batching

we now batch rendering calls and offload them to separate thread
game: optimize AABB calculations

instead of going through all vertices, transforming them and then
calculating AABB we just calculate OOBB first, transform it and then
calculate AABB from it whenever needed.
also, RenderStripeComponent is optimized not to introduce
separate AABB for each polygon when it's attached to dynamic object
such as rock, etc.
airforce: make ObjectPool noncopyable