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Enum DepthConvention

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