This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.
Currently only a small subset of possible combine modes is implemented
as required by glquake.
This sets the length of a row for the image to be transferred. This
value is measured in pixels. When a rectangle with a width less than
this value is transferred the remaining pixels of this row are skipped.
This extracts the sampler functionality into its own class.
Beginning with OpenGL 3 samplers are actual objects, separate
from textures. It makes sense to do this already as it also
cleans up code organization quite a bit.
The Context and Software Rasterizer now gets the array of texture units
instead of a single texture object. _Technically_, we now support some
primitive form of multi-texturing, though I'm not entirely sure how well
it will work in its current state.