Added the TextureArray class. Added the methods Image::ValidPixelComponents and Texture::GLSizedFormat.
Added Image::SetPixelComponents. Made it so TextureArray's constructor sets the GL_UNPACK_ALIGNMENT. Changed GLInfo::InitializeGLSL to match the beginning of the string for getting the GLSL version.
Changed TextureArray to use glTexImage3D instead of glTexStorage3D and glTexParameteri to set the mipmaps instead of glGenerateMipmap due to a crash on an ATI graphics card