Every bounding object must implement this method that takes a list of E3DLine's
and returns the closest collision between any of the lines and the bounding object itself,
therefore, it must have a collision detector
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 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.