# 0.9.3 upgrades and changes

**URL:** <https://discourse.libcinder.org/t/0-9-3-upgrades-and-changes/1616>\
**Category:** Developing Cinder\
**Created:** [February 17, 2020, 4:29am UTC](https://discourse.libcinder.org/t/0-9-3-upgrades-and-changes/1616 "2020-02-17T04:29:02Z")\
**Posts on this page:** 1\
**Showing post:** 13

<div class="post-metadata">

**Author:** ![Malfunkn](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.libcinder.org/malfunkn/32/761_2.png) [@Malfunkn](https://discourse.libcinder.org/u/Malfunkn)\
**Post date:** [March 2, 2020, 8:06am UTC](https://discourse.libcinder.org/t/0-9-3-upgrades-and-changes/1616/13 "2020-03-02T08:06:09Z")

</div>

9.2 is looking great. Really happy to move on to C++17.

Now that Cinder is using GLAD… I think it would be really nice to include [Paul’s reverse Z](https://github.com/paulhoux/Cinder/tree/reverse-z) option and also have a [sleek new sample](https://github.com/paulhoux/Cinder/tree/reverse-z/samples/FightingPixelFighting) showing off the new GLAD GL Extension features as well. I don’t know what I’d do without [reverse Z](https://nlguillemot.wordpress.com/2016/12/07/reversed-z-in-opengl/) now actually. It’s really great for large spaced scenes and zfighting. GTA is known to have used it for example and I’ve found that It’s really good for integrating raymarched shaders more accurately.

Here’s a video of Paul’s demo showing the obvious benefits of reverse z and he talks about implementing it with his fork of Cinder easily [in this post](https://discourse.libcinder.org/t/solved-rendering-problem-when-two-faces-are-close-to-each-other/879/10?u).

.

---

_[View the full topic](https://discourse.libcinder.org/t/0-9-3-upgrades-and-changes/1616)._
