some cleanup of glDelete calls to guard against bugs caused by GL
changing the binding when we delete a currently active object
fix a major resource leak by calling R_FrameData_NewFrame and
R_BufferData_NewFrame earlier so that they work when disconnected
improved gl_vbostats output
clarify some logic related to r_batch_dynamicbuffer
don't bother destroying a temporary vertex buffer that we end up
destroying as part of the array cleanup
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11956
d7cf8633-e32d-0410-b094-
e92efae38249