Move procedurally generated surfaces to cgame

Sprites are currently still generated in renderers.
Beam doesn't work quite the same (need a custom shader), but nothing uses it.
Move renderer rail cvars to cgame
Increase max poly verts and decrease max poly buffers

Need more poly verts for RT_POLY entities.
cgame only tries to use 128 poly buffers, 600*4 is over kill. Especially since they don't even work right now.
Merge remote-tracking branch 'spearmint/master'

Conflicts:
	code/renderergl1/tr_surface.c
Enable building OpenGL2 renderer by default
Merge remote-tracking branch 'ebx/master'
Fix cgame render primitives in mirrors and portals

Add RT_POLY_LOCAL for adding verts in local space.
Add RF_AUTOAXIS for rotating RT_MODEL or RT_POLY_LOCAL to face screen (like autosprite).
Add RF_AUTOAXIS for rotating RT_POLY_LOCAL side axis to face screen (like autosprite2).
Increase com_hunkMegs to 256 for Turtle Arena

The Turtle Arena CGame QVM is too big to load with com_hunkMegs 128
Merge remote-tracking branch 'spearmint/master'

Conflicts:
	code/cgame/cg_surface.c
Merge remote-tracking branch 'ebx/master'