DescriptionFixed depth range of WebVR projection matrices
Accidentally used a matrix that assumed a [0, 1] depth range (which is what D3D
uses) instead of OpenGL's [-1, 1] range. This effectively cut the depth
precision in half.
BUG=389343
Committed: https://crrev.com/cf3cd4e9863d31653dfdf1f9dfba1b7b7f1f1ae5
Cr-Commit-Position: refs/heads/master@{#424555}
Patch Set 1 #
Messages
Total messages: 9 (3 generated)
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