Fix OpenGL shadow textures not honoring texture type when reusing textures #96509
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Resolves #92091
When attempting to reuse old shadow textures in the compatibility renderer, it did not check whether the texture being reused matched the type of texture it was supposed to create (Cubemap texture for omnilights and 2D texture for spotlights). This led to the unexpected behavior described in #92091.
The solution I implemented now verifies that the new light instance is of the same type as the previous one.
I used this MRP for testing.