|SOURCE|
[Common::Renderer::Font]
* Added a GLYPHVERTEX struct for rendering texture-based glyphs (this should
  probably be re-named to indicate that it is for texture fonts)
* Moved all ZED_INLINE member function definitions into the common Font source
  files
* The default constructor expects a ZED::Renderer::Renderer to be able to
  display the font
* Added RenderGlyph to display a character at a location in screen space with a
  scale
* The texture object is freed in the destructor
[Common::Renderer::OGL::GLFont]
* Default constructor expects a ZED::Renderer::Renderer to be able to display
  the font
* Added a Shader, vertex buffer, and index buffer for rendering the font
* Load sets up the vertex and fragment shaders as well as the index and vertex
  buffers with temporary data which is for testing at the moment
* The destructor cleans up the newly added index and vertex buffer objects
[Common::Renderer::OGL::GLTexture]
* Temporarily set the texture type to GL_TEXTURE_2D by default
[Common::Renderer::OGL::GLVertexCacheManager]
* Temporarily increased the default vertex and index count maximum to 100,000
  elements