Cleaned up the configuration of vbo/progObj/texObj in ddOglList.  Getting things ready for FBOs.
Big bunch of new stuff working for VBOs.  Next is more testing and filling in the renderSink class which will handle management of rendering order for any number of rendering passes and framebuffer destinations.
Oops... left a typo in last checkin.
Big update!  Added renderSink and renderSinkDd... but not tested.  Changed all ref count dbg to be const.
Worked out teething issues on default framebuffer setup.  Works now.
Woot... framebuffer objects are working... lotsa multipass and other techniques possible now.  Also added fb discard which got back 10% gpu time.  Added cute Apple gl debugging markers... which are vnice.  Converted more unsightly stl iterations to range for loops.  Fixed bug that didn't clear fb dirty, causing lots of fb rebuilds.  Still haven't tested rt cube maps, but don't have a good scene for that yet.
Updated assimp submodule.