general cleanup
fix issues with texture state changes not affecting things properly
fix stupid texture addressing thing that I had done a long time ago
deal with -img2dds error issue
get rid of the default combine texture state, we don't need it in general, and it can screw up fonts
get rid of the secondary color support, it doesn't do much in non-HTL mode, screws up various things, and has long since been obsolete but material setup
get rid of the old gamma setup, it actually conflicts with newer gamma support
default texture wrapping to edge clamp
do second gr_clear() on init to be sure and catch double-buffer
make sure that our active texture will always get reset to 0, rather than leaving it at whatever was used last
fixed that damn FBO bug from it hanging on textures and causing some rendering errors for various people
only lock verts once in HTL model rendering
comment out APPLE_client_storage extension usage, I think this was messing some stuff up on OS X and causing memory errors
fix handling of cubemap data so that they can be read properly (can't believe it took so long to notice to an obvious and stupid bug)
be sure to un-bind textures during preload to avoid freaky little errors later
ifdef an error message from the framebuffer error code, Apple doesn't have this one define in their headers for some reason
- disable depth buffer for RTT, may be causing the ATI issues, should work ok without it for most things
- disable mipmap generation for RTT, something strange is going on there, it's sometimes making black mipmap levels (even for the same texture)
- go back to using minimize mode which non-active, but doin't minimize when Fred_running
- remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend)
- change FBO renderbuffer link around a little to maybe avoid freaky drivers (or freaky code)
newer OpenGL extension support
add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
add cubemap reading and writing support to DDS loader
fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
add support for a default envmap named "cubemap.dds"
new mission flag "$Environment Map:" to use a pre-existing envmap
minor cleanup of compiler warning messages
get rid of wasteful math from gr_set_proj_matrix()
remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
clean up bmpman flags in reguards to cubemaps and render targets
disable D3D envmap code until it can be upgraded to current level of code
remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
- remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now)
- avoid some costly math where possible in the drawing functions
- add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now
- minor cleanup to Win32 extension defines
- make opengl_lights[] allocate only when using OGL
- cleanup some costly per-frame lighting stuff
- clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default)
(doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL)
use nicest hints for texture compression, should improve quality a little
when reporting compressed sizes to debug log make ani size be total, not per frame