VReaperV
VReaperV
I'm not getting any flickering now. Also fixed a crash and hopefully the incorrect memory accesses.
Hmm, I wonder if it's because of bindless textures still... Well, it's also still culling less surfaces right now because the far plane is ignored (we also have it as...
Yea... I'll make a separate pr later for occlusion culling, that should fix that part :)
This works slightly faster for me now after removing some unnecessary branching.
Here's a more concise graph of how this culling works: 
I've also made this work with multiple different views (i. e. portals) and moved defines to GLHeaders. Surface commands will now use the minimal array size for the maximum amount...
Frustum culling can now be toggled with `r_gpuFrustumCulling`.
Rebased on material branch now since I'm just waiting for someone to approve the changes in #1105 so I can merge them.
I've added a comment about `MaterialPack` here.
Added some comments.