- Various tweaking to get bsp to work correctly
- Sample points are distributed around leaves' bboxes
- Two leaves are considered conntected if two sample points are
  close enough (??)
- Leaf holes are closed by expanding bounding boxes
  (in conguction with the new sample point distribution)
- Fixed some memory leaks
- Meshes with less than 10 vertices will not be tested against
  frustum when rendering
- Trying to distribute more sample points to bigger leaves
  and less to smaller
- Tile based moving (no collision yet)
- Added some rendering flags in globals.h
- wasd movement
- Randomized floor tiles
- randomized walls
- Fixed bug in texture manager
- Loaded corner meshes