Make use of threaded shader compilation in MeshGLTest.
Removed redundant preprocessor branches from MeshGLTest.

No need to have ES2 workarounds in code that is not compiled for ES2.
Removed duplicate code from MeshGLTest.

As there is now no distinction between vertex and index count we don't
need separate checker utility for non-indexed and indexed meshes.
Added support for glMultiDrawArrays()/glMultiDrawElements().

In OpenGL ES this is implemented in EXT_multi_draw_arrays extension, if
it is not available, the functionality is emulated using sequence of
normal draw() calls.
Minor color/texture format fixes.

Just fooling around. Also, I hate random four-letter abbreviations.
Cleanup of AbstractShaderProgram::Attribute::DataOption enum operators.

Ensure that all enum sets have the operators defined, remove duplicate
code.
Implemented ARB_vertex_type_10f_11f_11f_rev (GL 4.4).

Please don't look into AbstractShaderProgram::Attribute implementation.
Your life will never be the same afterwards.