Multiple EyeDomeLighting views misbehave with parallel rendering
Creating multiple EDL views with parallel rendering shows many artifacts in the final images.
The issue is that
EDLShading's delegate pass is
vtkIceTSynchronizedRenderers, and all of the IceT stuff is happening before the EDL shading can occur. This results in the depth/color buffers getting out of sync, the LOD scaling not being properly handled, and probably some other, sneakier issues.
This should be refactored so that
EDLShading, and not the other way around.