don't call va each frame in GLSL_VertexAttribPointers
Merge pull request #30 from inolen/nova_fix

don't call va each frame in GLSL_VertexAttribPointers
Fix OpenGL2 non-HDR map surface over brighting

Vertex lit map surfaces were saturating to white when
r_mapOverBrightBits was increased and r_hdr was disabled.

Now the color is normalized like lightmaps and lightgrid
when r_hdr is disabled. Which is the same as OpenGL1.

Noticeable on misc_model trisoup.