Quantize vertex texture size to multiple of 3, temp AMD workaround for
element-zero bug. Affects #56.
Redesigned deferred passing by primitiveID.
Add support for oversampling with new Primitive-based deferred stage.
Affects #56.
Add rowTweak to objectVertexShader.glsl for susp. AMD/nVIDIA
discrepancy. Affects #56.
Redesign depth queue frag shader to use accumulator buffer instead of
stencil-routing. Affects #56. Affects #50.
Major redesign of deferredFragShader.glsl to use float accumulator and
deprecating deferred frag passing in favor of primitive buffer. Affects
#50. Affects #56.
Major redesign of java rendering stage to support float accumulator and
deprecating old deferred scheme. Affects #56. Affects #50.