Enum DepthConvention
- Artigo
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The screen space floating point z convention used for rendering
You should use the z-convention you are expecting locally for your projection matrix. If your screen space z range
is [0;1], set DepthConvention.ZeroToOne and DepthConvention.MinusOneToOne for [-1;1].
If you need an inverse Z matrix, use the respective conventions DepthConvention.OneToZero for [1;0]
and DepthConvention.OneToMinusOne for [1;-1].
enum class Microsoft::Azure::RemoteRendering::DepthConvention : int32_t
Values
Name |
Value |
Description |
Remarks |
DepthConvention::ZeroToOne |
0 |
Z is in range [0;1], with 0 being the camera-closest and 1 being the camera-farthest z value possible. |
This is the default z convention. |
DepthConvention::MinusOneToOne |
1 |
Z is in range [-1;1], with -1 being the camera-closest and 1 being the camera-farthest z value possible. |
|
DepthConvention::OneToZero |
2 |
Z is in range [1;0], with 1 being the camera-closest and 0 being the camera-farthest z value possible |
This is an inverse z convention. |
DepthConvention::OneToMinusOne |
3 |
Z is in range [1;-1], with 1 being the camera-closest and -1 being the camera-farthest z value possible |
This is an inverse z convention. |
See also