Separated render and gameplay threads, closer integration with JOGL's gl
task system.
Support for multiple depth queue texels in deferredFragShader.glsl.
Texture.finalize() uses JOGL AutoDrawable.invoke() for GL tasks.
More depth queue work, FPS measurement code w/ glFinish(), changed queue
depth to 4.
TriangleList using JOGL AutoDrawable.invoke() instead for GL queues.
More depth queue work.