Working on rewriting the tile management system so a tile is just a list
fragments, and the fragment record contains the display list for that fragment.
data file rather than calculating it on the fly.
Fixed polygon winding problem in scenery generation stage rather than
compensating for it on the fly.
Made a fgTILECACHE class.
(0, 0, 0) GLfloats run out of precision at the distances we need to model
the earth, but we can do a bunch of pre-transformations using double math
and then cast to GLfloat once everything is close in where we have less
precision problems.