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1/ @EricLengyel

I think it’s safe to say that nowadays you should always be using an infinite projection matrix that maps camera-space depth [n,∞] to the reversed range [1,0] after perspective division. There’s a whole chapter about this stuff in the upcoming FGED2.

2/ @BartWronsk

@EricLengyel @Reedbeta

It’s convenient to have far plane for clipping and conveniently baked into perspective matrix

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