Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.
Got rid of InternalFormat class, now it is all in one big enum, as each
version (desktop, ES2, ES3) has different requirements and it can't be
done that way anymore (moreover that was terribly ugly solution).
Desktop OpenGL and OpenGL ES 2 support can be switched using CMake
TARGET_GLES option. All functionality not supported in ES is marked in
documentation.
If targetting OpenGL ES, GLES2/gl2.h is included instead of GLEW.
Mesh class now uses VAOs only in desktop OpenGL, in ES the buffers are
bound on each draw call.
It's slight copypaste, because operator| doesn't accept typedefs and
extracting the algorithm from Renderbuffer would cause the code to be
overcomplicated and not prepared for more buffer texture/renderbuffer
format additions.