Switch WebXRInterface from using external textures to using the render targets from Godot #55869
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This has two positive effects:
This PR is only for 3.x - I tried to make a 4.x version, but it really doesn't make sense. The primary change here is that we are taking an OpenGL texture ID for a texture that Godot created and passing it into the WebXR JS code (rather than the texture being created on the JS end). But in 4.x, there is no OpenGL texture ID to pass in, since we're still waiting for 3D and XR support to be added to the OpenGL renderer in 4.x. I asked @BastiaanOlij on RocketChat and he thought it would be OK to make this 3.x only.