Merge pull request #758 from PeterMitrano:main
PiperOrigin-RevId: 514385239 Change-Id: Ie85f355f1bdcd0b81ff228b71685e37552f679ea
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@@ -12,7 +12,7 @@ the physics simulation and help fine-tune the model.
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The visualizer is tightly integrated with the simulator and supports both onscreen and offscreen rendering, as
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illustrated in the :ref:`record.cc <saRecord>` code sample. This makes it suitable for synthetic computer vision and
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machine learning applications, especially in could environments. VR integration is also available as of MuJoCo version
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machine learning applications, especially in cloud environments. VR integration is also available as of MuJoCo version
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1.40, facilitating applications that utilize new head-mounted displays such as Oculus Rift and HTC Vive.
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Visualization in MuJoCo is a two-stage process:
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@@ -411,7 +411,7 @@ there may be no window framebuffer).
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From the perspective of OpenGL, there are important differences between the window framebuffer and offscreen
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framebuffer, and these differences affect how the MuJoCo user interacts with the renderer. The window framebuffer is
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created and managed by the operating system and not by OpenGL. As a result, properties such as resolution,
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double-buffering, quad-buffered stereo, mutli-samples, v-sync are set outside OpenGL; this is done by GLFW calls in our
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double-buffering, quad-buffered stereo, multi-samples, v-sync are set outside OpenGL; this is done by GLFW calls in our
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code samples. All OpenGL can do is detect these properties; we do this in mjr_makeContext and record the results in the
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various window capabilities fields of mjrContext. This is why such properties are not part of the MuJoCo model; they are
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session/software-specific and not model-specific. In contrast, the offscreen framebuffer is managed entirely by OpenGL,
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