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Port Elite Force renderer changes to OpenGL2
Appling the diff to renderergl2 mostly worked. Had to change GLimp_HaveExtension to use GL_EXTENTIONS directly because Elite Forces GL2 requires an extension that didn't fit in (the smaller than Q3) glConfig.extensions_string. Had to set ambientLight for RF_FULLBRIGHT, GL2 doesn't use ambientLightInt. Made the RF_FORCE_ENT_ALPHA code change pStage->stateBits because the stateBits are read a lot, whereas in GL1 it's done as an expression and passed to GL_State. Copied from Spearmint. There are a few issues; holodeck doors are missing and parts of light grid are black (???).
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note: light grid are black issue was due to light grid clamping in OpenGL2 and I fixed it in mainline ioq3 after this commit.