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NOTimothyLottes

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I wish everyone would just adopt "reversed with infinite far" projection matrixes so I could only optimize for the fastest and highest precision option, but I'm guessing people haven't all migrated over :(

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@NOTimothyLottes Many are still on OpenGLES and WebGL, which don’t properly support inverse depth due to still using a -1 to 1 clip space.

@NOTimothyLottes Many are still on OpenGLES and WebGL, which don’t properly support inverse depth due to still using a -1 to 1 clip space.

Properties5
typearchive
sourcetwitter
date2025-11-17
tagsarchive, twitter, notimothylottes
description@NOTimothyLottes Many are still on OpenGLES and WebGL, which don’t properly support inverse depth due to still using a -1 to 1 clip space.

Nov 17, 20251 min read

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  • URL: https://x.com/bgolus/status/1990285316054503566
  • Author: Ben Golus⚠️⭕ (@bgolus)
  • Posted: 2025-11-17 05:06:11

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1/ @bgolus

@NOTimothyLottes

Many are still on OpenGLES and WebGL, which don’t properly support inverse depth due to still using a -1 to 1 clip space. Not really a problem for inverse depth in its own, but does cause problems for infinite far depth.

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  • I wish everyone would just adopt "reversed with infinite far" projection matrixes so I could only optimize for the fastest and highest precision option, but I'm guessing people haven't all migrated over :(

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