wip: backport vertex shader to arb assembly
Factor out shader test into GLAlias_SupportsShaders
Create shader in GL_Init Use temporary mallocs in GLMesh_LoadVertexBuffers Coding style & comments
r_alias.c: try changing the number of components in the VBO setup fro…
…m 3 to 4 for the normals (even though the 4th component is ignored in the shader), because http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/ATI_OpenGL_Programming_and_Optimization_Guide.pdf clearly states that only 4-components GL_BYTE vertex are natively supported.
Disable GL_VERTEX_ARRAY when not needed.
Previously it was left on during alias model drawing which could have caused a slowdown.
r_alias: Use generic attribute for texcoords as well.
This streamlines things, now all vertex attributes for the alias model code are generic. Also make sure the world code disables all client state.