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.
Returns a RecursedTextureSortedTriangles object (that has 2 hashmaps)
with all the triangles in the sector/actor and all triangles in particles
stored in a HashMap, lit (if necessary) and sorted by texture
Builds a textureSet out of all the texture sets in all the worlds
If two worlds have the same entry name, the E3DTexture used for the last checked
world is used.