added R_LoadTextureRenderbuffer for creating renderbuffers rather than
textures, now using renderbuffer for depth instead of a texture when
doing fbo renders, this seems to give a significant speed gain
implemented shadowmap color texture rendering in a general way (no
longer D3D specific) when r_usedepthtextures cvar is 0
reworked r_shadow_deferred to rely on r_viewfbo 2 or higher for proper
function, this gave a speed boost by eliminating the depth texture
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11501
d7cf8633-e32d-0410-b094-
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