Returns all the lights in all the sectors of the world
Rendering should use a lower level approach at this (like just getting lights out of the sector)
If lights have the same ID, the last one read will be used (the others overwritten in this map0
Returns the RGB values in a E3DVector3F with the correct lighting information for this light
based on the distance the vertex passed in is away and the lights color, brightness, falloff, etc.
Builds a textureMap out of all the texture sets in all the worlds
If two worlds have the same entry name, the textureID used for the last checked
world is used.