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Depth buffer stores a depth (z-coordinate) of a rendered pixel of a 3D scene. Depth buffer is used in Z-buffering (management of image depth coordinates). Because of this depth buffer is often called Z-buffer.

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Left-handed version of the reversed depth projection with infinite far plane

Let's say that I have standard left-handed WorldToView and ViewToScreen row-major matrices in the same vein as the DirectX D3DXMatrixPerspectiveLH functions, like so: EXVector vView = NormalizeVector …
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3 votes
Accepted

Left-handed version of the reversed depth projection with infinite far plane

Well, I feel stupid now. Turns out I had to use a positive 1 in the last member of the third row instead of the -1 displayed in the right-handed examples, that fixes it. The best thing being that I do …
Swyter's user avatar
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