Cone render function, some cleanup of GeometryCache methods.
Merge branch 'master' of https://github.com/highfidelity/hifi
Switch to using cones/spheres (as opposed to screen-aligned quads) with depth
testing for light geometry.
Use a fullscreen quad when we're actually inside the light influence.
Increase tesselation to minimize artifacts.
Merge branch 'master' of https://github.com/highfidelity/hifi
Depth value tweak.
Set Oculus camera fov/aspect ratio.
Merge pull request #3741 from ey6es/master

Use 3D geometry (cones, spheres) for rendering point and spot lights for deferred shading, exiting the fragment shaders early on depth fail.