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Add support for infinite projection matrices #23

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merged 1 commit into from
Sep 18, 2019

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repi
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@repi repi commented Sep 17, 2019

Both standard and reverse depth.

The infinite reverse projection matrix is the primary one we use, and it is the one with the best precision and the simplest construction. So really the one most everyone should use by default.

Difficult to unit test this, but multiple of us have verified the construction of it.

Also probably should rename the perspective_glu function here also, or maybe (depending on how opinionated we want to be) simply remove it? It is only useful in OpenGL due to the -1,1 depth range and it should have a _rh suffix to indicate it is right-handed.

Both standard and reverse depth.

The infinite reverse projection matrix is the only one we use, and it is the one with the best precision and the simplest construction. So really the one most everyone should use by default.

Probably should rename the perspective_glu function here also, or maybe (depending on how opionated we want to be) simply remove it? It is only useful in OpenGL due to the -1,1 depth range and it should have a `_rh` suffix to indicate it is right-handed.
@bitshifter bitshifter merged commit ca7e2c5 into bitshifter:master Sep 18, 2019
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Thanks. The main driver for unit tests is ensuring the SIMD and scalar code behaves the same, so shouldn't matter too much here, other than keeping code coverage happy...

@repi repi deleted the infinite-perspective branch September 18, 2019 13:42
@bitshifter bitshifter mentioned this pull request Nov 17, 2019
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2 participants