Various enhancements to seg drawing to try to eliminate render artefacts caused by rounding inaccuracies within calculations on vertex position coords in OpenGL (commonly referred to as "sparklies" I believe?). Implemented the range clipping enhancement (mentioned in a recent commit) to calcSegDivisions(); fixes some rare instances were division was being done unwantedly.
Fixed issues with drawing surfaces using a "ddtextures".
Rendering tweaks: