! Too many changes to go one by one.
+ Added a glt::Texture for holding the face image data and a GLuint to hold the model data.
- Split LoadGlyph into two parts. One to handle building the image data and another for the model data. We then store the Glyph data in a map. Once every characters has gone through these, we build the texture and load the vertex array to video memory.
+ Glyph data now includes the offset into the vertex index array and how much to advance after drawing it.