Replaced QGL with GLEW.
Merge branch 'master' into glew
Merge branch 'master' into glew
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
Merge branch 'master' into glew

Conflicts:
	neo/renderer/OpenGL/glext.h
	neo/renderer/RenderSystem_init.cpp
Compile fix
Merge branch 'master' into glew
Merge branch 'master' into glew
Merge branch 'master' into glew

Conflicts:
	neo/renderer/OpenGL/glext.h
	neo/renderer/OpenGL/qgl.h
	neo/renderer/OpenGL/wglext.h
	neo/renderer/RenderProgs.cpp
	neo/renderer/RenderProgs_GLSL.cpp
	neo/renderer/RenderSystem_init.cpp
	neo/renderer/tr_backend_draw.cpp
	neo/sys/win32/win_qgl.cpp
GLEW fixes
Merge branch 'master' into glew
Merge branch 'master' into glew
Merge branch 'master' into glew
Updated GLEW to version 1.10.0
Because I can :)

- Implemented soft shadows using PCF hardware shadow mapping

  The implementation uses sampler2DArrayShadow and PCF which usually
  requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
  be widely supported.
  All 3 light types are supported which means parallel lights (sun) use
  scene independent cascaded shadow mapping.
  The implementation is very fast with single taps (400 fps average per
  scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
  really good which should you give stable 100 fps on todays hardware.

  The shadow filtering algorithm is based on Carmack's research which was
  released in the original Doom 3 GPL release draw_exp.cpp.

- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
  make the game less dark

- Fixed some of the renderer debugging/development tools like r_showTris
Added utility functions for dmap
Removed obsolete sdl_qgl.cpp and fixed some compile errors
Replaced QGL with GLEW in sdl_glimp.cpp
Merge branch 'advanced-renderer-upgrades' of github.com:RobertBeckebans/RBDOOM-3-BFG into advanced-renderer-upgrades