Calculate the maximum depth that we should go to in the quad-tree.
Alter the spread of the detail level range from 7<>55 to 9<>129.
Record the number of patches we're drawing per-frame.
Added a simple caching mechanism for terrain index buffer detail levels.
Rewrite some of the access code and make some of GeoPatchContext private with accessors.
fix the linux compile issue I caused
This should produce the same results but I realised I'd gotten the number of patches wrong.
New common declaration shader file for attributes.
Update all of the shaders to use the new attributes (won't run in this state)
Start using the new attributes and VertexAttribArrays.
Have to disable some of the old client state dependent code for drawing lines etc.
Disable drawing some parts of the old-GUI
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into vao

Conflicts:
	src/graphics/VertexBuffer.h
	src/graphics/gl2/GL2VertexBuffer.cpp
	src/graphics/gl2/GL2VertexBuffer.h
Remove DrawLines2D, Node::DrawAxes.
Reimplement both DrawLines methods.
Add a bunch of profiling code to Drawables classes.
Fixup DrawPoints.
DrawHollowRect, DrawIndent, DrawOutdent fixed.
Update logic goes in the Update method.
Initialise a vector3 from a vector2f
Convert some of WorldView to use newer Drawables classes - fixes last rendering bug I know of.
Include vector2f class
Renamed data.glsl to attributes.glsl.
Fixed up unsigned to signed int comparisons.
Removed unused variables.
Remove the jumpDisk, I don't know how that ever worked!
Also increased resolution of the jumpSphere to kill the jaggies.
Merge branch 'vao' of https://github.com/fluffyfreak/pioneer into vao
Merge branch 'vao' (shader attributes and refactoring)