Support reversed Z rendering and float32 offscreen depth buffer
Combined, both options greatly improve camera depth accuracy compared to OpenGL default Z mapping and int24 depth buffer. Requires GL_ARB_clip_control and ARB_depth_buffer_float extensions
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@@ -621,6 +621,24 @@ ENUMS: Mapping[str, EnumDecl] = dict([
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('mjFB_OFFSCREEN', 1),
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]),
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)),
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('mjtDepthMapping',
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EnumDecl(
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name='mjtDepthMapping',
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declname='enum mjtDepthMapping_',
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values=dict([
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('mjDB_NEGONETOONE', 0),
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('mjDB_ONETOZERO', 1),
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]),
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)),
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('mjtDepthPrecision',
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EnumDecl(
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name='mjtDepthPrecision',
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declname='enum mjtDepthPrecision_',
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values=dict([
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('mjDB_INT24', 0),
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('mjDB_FLOAT32', 1),
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]),
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)),
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('mjtFontScale',
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EnumDecl(
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name='mjtFontScale',
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@@ -7126,6 +7126,16 @@ STRUCTS: Mapping[str, StructDecl] = dict([
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type=ValueType(name='int'),
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doc='default color pixel format for mjr_readPixels',
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),
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StructFieldDecl(
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name='depthMapping',
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type=ValueType(name='int'),
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doc='depth buffer mapping from [znear zfar] to normalized device coordinates: mjDB_NEGONETOONE or mjDB_ONETOZERO', # pylint: disable=line-too-long
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),
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StructFieldDecl(
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name='depthPrecision',
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type=ValueType(name='int'),
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doc='depth buffer precision: mjDB_INT24 or mjDB_FLOAT32',
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),
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),
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)),
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('mjuiState',
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