Use standard webgl context in the first place.

This patch fixes error in Firefox:
"Error: WebGL: Retrieving a WebGL context from a canvas via a request id
('webgl') different from the id used to create the context
('experimental-webgl') is not allowed."
Fix ByteBuffer position when it used as IntBuffer
Prevent game time running backwards on iOS.
Massive improved Performance for transforms in HTML

don't create a inperformant float array with gwt to change the values of
the jsFloatArray. Speedup my game from ~35ms to ~5ms per paint
Fix indentation.
Get rid of the rest of the float arrays.

Also clone float arrays directly. Give the browser the chance to optimize
rather than forcing it to use a separate underlying array buffer instance.
Added shear-Methods to HtmlTransform
Implement search path for JavaAssets.

This is an alternative to pull request https://github.com/threerings/playn/pull/41

Notes on that:
* We don't need the directories in the config or assets ctor, since tha java platform exposes the
  JavaAssets directly. This is more in keeping with the approach used by setPathPrefix.
* The pathPrefix is only applied to the classloader attempt. I figure this makes more sense, so
  extra file system directories may or may not include the prefix.
* requireResource now throws an IOException, since it is doing more complex I/O
* This also addresses getAssetStream, which the pull request did not.
* requireResource does *not* expect the path prefix to already be preprended. This makes it match
  getAssetStream, which is used by registerFont. subclassers beware!

Also added some comments.
Use media time from ios for tick().

The problem with Environment.TickCount is that it doesn't advance if the device is sleeping. From
initial testing, media time appears to always advance. Fingers crossed.
Nix bogus relativePath.
Fix text stroke issue in Android KitKat versions with text size greater than 256

There’s a bug in text stroking in KitKat versions of Android when
stroking text with a size greater than 256:
https://code.google.com/p/android/issues/detail?id=62800.  Implemented
the workaround mentioned in post #8 in the thread to draw the text to a
path rather than the draw text method directly.
Updated some javadocs to clarify Origin parameters
Only use path-based rendering in buggy cases.

Turning text into a path completely bypasses all of Android's GPU accelerated
text rendering infrastructure. That's fine when it's necessary for correctness,
but let's not take a punch to the nads 99.999% of the time just because we're
having trouble in the 0.001% case.
Wrap at 100 columns.