DIRECTBENGT
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Techie stuff.

This is an implementation of my fake OpenGL/D3D8 wrapper on Bengt Jardrup's Enhanced GLQuake.  This time I've
included new project configurations for D3D8 builds, retaining the original GL and Win projects intact.  It
should be possible to build the GL and Win versions of the engine from this release.

As usual I've ported the entire project to Visual C++ 2008 Express and fixed up any porting issues prior to
the implementation.  This mainly involved renaming the "errno" variable in certain net_ files to "errnum".

Full assembly language support that is compatible with 2008 Express is included!  This required pre-running
gas2masm on the .s files to produce .asm files, removing the .s files from the projects and replacing them with
the generated .asm files, and changing the custom build step for these files.

There was a *lot* more work involved with this one, specifically on account of the following two items:

- Bengt didn't provide a full source code release; instead it's required to download the original Q1 source from
  ID and copy his files over it (this release *is* a full one).

- A lot of the old hacky GLQuake rubbish was retained, including gl_ztrick, use of GetProcAddress on opengl32.dll,
  incorrect setting of gl_max_size, a bad use of glBindTexture, and so on.  These all had to be worked around for
  D3D8, but in all cases I left the old behaviour intact for the OpenGL configurations.

As usual all the relevant changes as marked with USEFAKEGL.

I also took the opportunity to add a cvar for free mouse looking (m_look, default 1) as it's an important feature
that was missing from this engine.

I needed to change one part of the wrapper for this one; the implementation of the GL_REPLACE texenv was not
valid for Quake's multitexture path.  I'm going to need to revisit this sometime as there was a reason *why* I
had it the way it was, but I can't remember what it was (oops!)

Have fun.
