Removed SPRmins/SPRmaxs globals
Remove unused global "specular"
Moved common code to EERIECreateSprite
Batch sprites per material type
Batch magic flare
Added missing render state change (disable depth write for particles)
Removed unused variable 'ilekel'
Added more blending types for SpriteMaterial
Fixed misc particle glitches (not affected by fog, displayed over the book, not affected by fullscreen fade)
Do the player rendering in the book in the interface code rather than in renderLevel()
Spells particle fx are now batched
Removed unused EERIEDrawRotatedSprite()
Batch 3d halo vertices
Fixed flares in the book lacking a quarter
Fixed halo causing strange effects in the book
Moved fade fx to the end of the frame

Fixed particles sometimes not affected by fade
Nicer effect as now the hud is also affected by the fades
Pool sprite buffers in order to avoid costly reallocations each frame
Fixed missing depth test for spell particles
Use a 24-bit depth buffer

16-bit isn't enough for arx, and this is what gets used on Intel HD3000
Other cards upgrade that to use an higher precision depth buffer,
explaining why we're not seeing any issue
Added state cache and some getters in OGL renderer