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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@@ -27,6 +27,7 @@ void PlatformUIAdapter::FreeMjrContext() {
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bool PlatformUIAdapter::RefreshMjrContext(const mjModel* m, int fontscale) {
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if (m != last_model_ || fontscale != last_fontscale_) {
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// con_.depthMapping = mjDB_ONETOZERO;
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mjr_makeContext(m, &con_, fontscale);
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last_model_ = m;
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last_fontscale_ = fontscale;
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