Refactor texture management #2431
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Like #2421 but for textures. Includes changes from #2422
MultiResTexturegoes away and is replaced by a single integer (actually enum class)TextureHandle- resolution selection is now done byTextureManager. Changing resolution results in unloading of GPU textures. Paths to all resolutions are resolved at the time of creation of a newTextureHandle.Note that ring shadow textures are loaded at a maximum of medium resolution, so there is some additional handling of that. On the other hand, unlike meshes the image data is not queried once it goes to the GPU (for meshes the CPU-side data is used for testing object selections), so there is only one
TextureManagerclass instead of aTextureManager/RenderTextureManagersplit.Fixes #649