AssetManager now implements ITaskListener.
AssetManager now uses SyncList.
I'm THIS close to getting Texture finished.
Assets now check to see if they've already been read before calling readAsset().
Renovated Texture.
Moved 2 RenderHelper functions over to ILegibleImage default methods.
Renamed EnumColorFormat to ColorFormat.
I got rendering stuff! I got exception flinging! I got...
CaelumEngine:
* Moved renderContext() over to RenderHelper.
* Now has a scheduleRenderTask() function, because, uh...
* Certain methods are now marked as internal.
* Minor renames.
Asset now overrides toString().
GraphicAsset no longer has those stupid loadIntoGPU() methods, made it implement ITaskListener.
Renovated:
* Texture; You can now do new Texture(blah), and it will make a new texture.
* Shader; This was a requirement for Texture stuff.
ILegibleImage.getFormat() is now a default method.
Created 2 RenderTask subclasses.
RenderContext now has its deprecated code for pre and post rendering in separate methods.
RenderTask now handles OpenGL integer caching, because who's gonna use a rendering task to upload multiple OpenGL things?
Task now tracks if it's been completed.
Moved Texture, Shader, etc. over to the rendering package.
Also, fixed Texture and Shader not setting their "loaded" flags.
Fixed a potential concurrency issue with GraphicAssets.