message: Use GL_DEPTH_ATTACHMENT when attaching depth-only texture to FBO
diff: @@ -3137,7 +3137,13 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
  gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
  gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
  - gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, quadtexs[1], 0);
  +
  + GLenum dsAttach = eGL_DEPTH_STENCIL_ATTACHMENT;
  +
  + if(GetBaseFormat(fmt) == eGL_DEPTH_COMPONENT)
  + dsAttach = eGL_DEPTH_ATTACHMENT;
  +
  + gl.glFramebufferTexture(eGL_FRAMEBUFFER, dsAttach, quadtexs[1], 0);
  if(overlay == DebugOverlay::QuadOverdrawPass)
  ReplayLog(events[0], eReplay_WithoutDraw);
  