Fixups to comments and flags for reversed Z rendering
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@@ -601,9 +601,9 @@ static void setView(int view, mjrRect viewport, const mjvScene* scn, const mjrCo
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// set projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// reverse Z rendering mapping (znear, zfar) -> (1, 0)
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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// reverse Z rendering mapping [znear, zfar] -> [1, 0]
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glTranslatef(0.0f, 0.0f, 0.5f);
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glScalef(1.0f, 1.0f, -0.5f);
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glFrustum(cam.frustum_center - halfwidth,
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cam.frustum_center + halfwidth,
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cam.frustum_bottom,
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@@ -682,7 +682,6 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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0.0f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f
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};
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float tempMatrix[16], textureMatrix[16];
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mjvGeom *thisgeom, tempgeom;
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mjvLight *thislight;
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@@ -1030,9 +1029,9 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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// set projection: from light viewpoint
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// reverse Z rendering mapping (znear, zfar) -> (1, 0)
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glTranslatef(0,0,0.5);
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glScalef(1,1,-0.5);
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// reverse Z rendering mapping [znear, zfar] -> [1, 0]
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glTranslatef(0.0f, 0.0f, 0.5f);
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glScalef(1.0f , 1.0f, -0.5f);
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if (thislight->directional) {
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glOrtho(-con->shadowClip, con->shadowClip,
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-con->shadowClip, con->shadowClip,
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