Initial displacement mapping and tessellation

Added code based on the chapter 18 disp and tessellation code.  Works
with the earth sphere.  Num keys allow switching between the different
render states (2-4), where 4 has tessellation enabled. holding "1"
enables wireframe mode.  Texture mapping is slightly messed up; sphere
tessellation needs to be converted to icosahedron tessellation.
Fixed texture

fixed texture mapping issue mentioned in previous commit.
fixed project filter settings

Additional effects files were not filtered properly.
Fixed controller movement

made it more like outerra.  Also added earth position.
Added planet radius and position

Updated code to use planet's radius and position in a somewhat proper
manner.  Also implemented the new speed in walking.
Raw nasa height data

Gathered from nasa's site at:
http://visibleearth.nasa.gov/view.php?id=73934
added raw normal map for earth

8bit png (no height) gathered from:
http://poniesandlight.co.uk/notes/creating_normal_maps_from_nasa_depth_data/
Fixed issue with large file size limit.
Updated design

Added more detailed info to design doc:
* BSP tree info
* Atmo & water info
* frustum culling info
* data streaming/splitting info
* updated sections to have a section for what has been done
Mesh/texture data design update

Updated design doc with info about how to store generated meshes, how to
split textures and stream them, etc.
Added good engine talk

NVidia's talk on dx11 features and uses