Fix post-deph lighttile
Do RenderPostDepthTile() once after depth pre-pass of the first view that doesn't have any nested views. Fixes the issue in #1212.
I can't comment on the blockiness, but without this (or the revert) I see a significant increase in dynamic light intensity and both this and the revert both return it to the same level.
I suppose LGTM?
Do you think it's odd that all three of us have 3 kinda separate issues?
Works for me, LGTM.
Do you think it's odd that all three of us have 3 kinda separate issues?
Not really, I suppose OpenGL buffers can have undefined contents.
Not really, I suppose OpenGL buffers can have undefined contents.
Yes, glBufferData() with a nullptr makes the contents of the buffer undefined.