Add skybox textures to the bin/textures folder
image loading stuff to GameInstanceClient
implement SkyBox
Add a spherical noise texture
Add 512x512 texture array to the root scenegraph node, assign it to the texture unit 1.
Map it to the asteroids, perform displacement mapping in the TC shader.
Calculating asteroid's surface normals and texture coordinates.
Seams between patches now seriously require repair(TC outerTessLevel variables probably don't match the edges i thought they would match).
Find out what happens at the poles.
Fix texcoord artifact at u ~ 0
Add less grainy noise texture

some strangeness is still happening at the poles
Add transform feedback to leveldrawable and check the normals generated by TE shader for their apparent correctness

TODO:
1. Implement view frustum culling in TC
2. An asteroid shall have one tess level, dont make it per-patch calculation
Redo tesselation level calculation.
Previous one resulted in maximum tess levels for patches outside frustum, which was kinda bad for performance.
Merge branch 'master' into add_bullet