Debug Views: World Normals & Depth Map

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Two diagnostic views under the View menu replace the shaded render with the raw data the shading is built from. They're mutually exclusive — turning one on turns the other off — and both render on a pure black background, so nothing but the data reads as the data.

The same model side by side in the View menu's World Normals view (rainbow direction colors) and Depth Map view (near-white to far-black greyscale), both on their pure black backgrounds
World Normals (left) and Depth Map (right) — the same model, seen as data.

View World Normals

Every pixel is colored by the direction its surface faces in world space — the classic rainbow-sphere look. It answers, at a glance: are the normals smooth where they should be smooth, hard where an edge was meant to stay hard, and facing outward everywhere? A flipped patch jumps out as a color discontinuity that shaded views can hide.

View Depth Map

Every pixel is shaded by its distance from the camera — near surfaces light, far surfaces dark. Useful for checking silhouettes and intersections, and as a rendered element in its own right for compositing work.