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In place switch to reversed Z rendering and offscreen 32 bit float depth buffers for improved camera depth accuracy #978
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aftersomemath
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fc7b212
Support reversed Z rendering and float32 offscreen depth buffer
aftersomemath 14f1386
renderer.py improve accuracy and support depth precision and mapping …
aftersomemath d32eb6b
In place change to reverse Z rendering and 32 bit float offscreen dep…
aftersomemath 2e52bf8
Add flag to mjrContext to support legacy depth mapping by default
aftersomemath 56403b4
Fixups to comments and flags for reversed Z rendering
aftersomemath 9e51f20
More fixups to mjtDepthMap names
aftersomemath 9868486
Add changelog.rst entry for reversed Z rendering
aftersomemath c6961b7
Fallback for if GL_ARB_clip_control not available
aftersomemath b1e6728
Fallback for if ARB_depth_buffer_float is unavailable
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I'm a bit confused.. what's this trying to do? Is the intention to break or preserve compatibility for existing users of this class?
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The purpose is to improve the accuracy of the returned linear depth values and does not break compatibility.
The changes to renderer.py can be summarized is as: "Improve accuracy of linear depth by using segmented, reverse Z rendering and more carefully implement perspective transformation inversion to preserve numerical accuracy".
Without doing the calculations in this way, most of the accuracy improvements are lost due to numerical issues. Again, this should not break backwards compatibility since in the end renderer.py just returns linear depth.