Texture binding + creation

Closes #49
I think we can fix the target it was created with, which is how you implemented it.

> On Jul 19, 2014, at 15:35, Corey Richardson <notifications@github.com> wrote:
> 
> In src/device/tex.rs:
> 
> > +    Scale,
> > +    /// Add simple mipmapping.
> > +    Mipmap,
> > +    /// Sample multiple texels within a single mipmap level to increase
> > +    /// quality.
> > +    Bilinear,
> > +    /// Sample multiple texels across two mipmap levels to increase quality.
> > +    Trilinear,
> > +    /// Anisotropic filtering with a given "max", must be between 1 and 16,
> > +    /// inclusive.
> > +    Anisotropic(u8)
> > +}
> > +
> > +/// Specifies how a given texture may be used. This is mostly due to OpenGL
> > +/// and Metal being braindamaged and not allowing, for example, a texture
> > +/// previously used as Texture2D to be used as Texture3D. The available
> Specifically, you don't think we need to support the limitation of having to bind to the same dimensionality? Or you don't think we need to support binding to a different target at all?
> 
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