How near and far planes affet depth percision
- My openGL render depths are nearly the value of 1 why is that?
- depth buffer got by glReadPixels is always 1
- How am I able to perform perspective projection without a near plane?
- Why is my depth buffer precision so poor?
Reversed-Z Depth Buffer
D3DXMatrixPerspectiveFovRH
D3DXMatrixPerspectiveFovRH