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@charlesbeattie said that the depth buffer "just exposes the renderer depth buffer cast to an unsigned byte. It is linear, but to get accurate depths they would need to use raycasts." I'm not entirely sure what to make of this, I'm afraid, I'm not very familiar with that aspect of the system.
I find the depth values are integers below 255, how do I convert them to the same scale as the agent coordinate?
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