Add Dispose() to ElementOfRenderable
- ElementOfRenderable's Create will create the resource, Dispose() will delete the resource
- ElementOfRenderable's Enable/Disable will active the resource or disactive
Tiny code format and remove comment
Make ElementOfRenderable will not be called twice for create, enable, etc
- add flag check about isCreateOK and isEnableOK for ElementOfRenderable's functions
- add same flag check to IA, Shader, Mesh, etc
Add GLDebug and GDB Debug feature
- add sleep() for GDB debug on emulator or device, that is because GDB server need some time to start, we should wait some time to connect to it
- add CALL_GL macro for check glGetError(), and print the error out
- make GLRenderable be unbind the Element_Array_Buffer in Destroy
Models' Import and DisImport
- add Models DisImport to Dispose the ElementOfRenderable, and delete the memory of them
- try to add ElementOfRenderable [IA, Shader, Mesh] Create() in Models' Import(), but that will bring crash out
    - that is because when the Create() is called, the EGL is not init smoothly, then if you call glDrawXX, will make emulator crash, hard to debug, nor log, since it's crashed in emulator itself, probable in driver
    - the debug.create.first.log is the output when call Create() in Import()
    - the debug.create.later.log is the output when not call Create() in Import()
Append Missing Comment for IA's Create and Enable
- move glGetAttribLocation from Create() to Enable(), IA handle should be queried in real time and should not be fixed when create of IA, especially when you share some IA and Shaders.