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coin3d-depth-ordering-for-custom-shaders

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UpdatedMarch 13, 2026 at 20:34

Reference for correct depth buffer management when using custom GLSL shaders with gl_FragDepth in Coin3D. Covers opaque vs transparent render passes, SoDepthBuffer, gl_DepthRange, and common depth ordering bugs. Required reading before modifying depth-related code in DMRayMarchRenderer.

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