BatchedMesh: update example, fix depth conversion & auxiliary buffer #27228
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Related issue: #27202, #27213
SortUtils: minor changes - smaller memory footprint.webgl_mesh_batch: converts depth to uint32 by bit-cast instead of normalization.webgl_mesh_batch: correctly maintains auxiliary buffer between calls, based on geometry count.Simply normalizing the float depth is not enough to correctly sort, as the fractional part gets truncated - producing incorrect ties. If float values are strictly positive, a simple bit-cast is sufficient to solve this. If negative values are possible you can use the following conversion: