I've been having issues with `m_DepthBuffer` overflowing when Rendering with `RENDER_DEPTH`, so I switched it to `vector<float>` from `float*`, and added a check if the buffer index has overflown.
There's possibly some better solutions, however, I didn't see any black pixels appearing in the meshes nor the sky (when Clearing the screen with, let's say, `olc::BLUE`), so I came to the concussion it's fine to do it like this (but correct me if I'm wrong 😄)