- print OpenGL profile type in startup log.
- sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp.
- separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order.
- found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown.
- remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.