• Roland Scheidegger's avatar
    depth-clamp-range: make sure clamping actually makes a difference · c10a05fe
    Roland Scheidegger authored
    The problem with the chosen depth values was that the depth values
    naturally got viewport-transformed to values below 0.5 (for those
    quads drawn) or above 0.5 (for those not drawn).
    This allowed buggy implementations (in particular llvmpipe) to pass
    the test, even though llvmpipe a) couldn't handle swapped near/far and
    b) didn't actually do any clamping whatsoever in this particular case.
    So change the depth values so that transformed values actually end up
    "on the wrong side" of the depth range.
    Tested-by: Ilia Mirkin's avatarIlia Mirkin <imirkin@alum.mit.edu>