gamemanager: use the member pool variables
gles: plumb view matrices to all drawers

This will allow decoupling the view matrices from the matrix stack.
gles: plumb through a model matrix
gles: add a shader program helper class
luminous: port to gles-compatible calls
texture: port to gles-compatible calls
field: port sidewalls to gles-compatible calls
screen: expose the brightness
screen3d: remove unused methods
spark: port to opengles-compatible calls
spark: remove unused member variable
sparkfragment: port to opengles-compatible calls
wake: port to opengles-compatible calls
smoke: port to opengles-compatible calls
fragment: port to opengles-compatible calls
shape: split the shape class heirarchy

This will allow for incremental porting of the various shapes.
shaders: add basic shaders for drawable shapes
shotshape: port to opengles-compatible calls
letter: comment leading character values
letter: use enumeration when drawing letters