support texture transform and lightmap

- extract the texture coordinate transformation information from the FBX file and use it for rendering (on diffuse, normal map, specular map)

- extract the emissive map from the FBX file and interpret this as the lighmap. the FBX loader expects that there is a second texcoord channel that is used for the lightmap (can have it's own transform too).

- during rendering lightmap fragment value is multiplied with diffuse color. this seems to work ok for the tested scenes, definitely need to come up with a serious plan...

- fixed the Transform lazy flag detection mechanism on setTranslation and setROtation cases to avoid flagging when it's the identity 
That 4 * emissive.rgb looks like the kind of thing that might work on Nvidia but fail on ATI.  In my experience, the ATI GLSL compiler is very picky about types, and will require that you use a floating point constant: 4.0 * emissive.rgb.