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Gamasutra: Jayelinda Suridge's Blog - Modelling by numbers: Part One A
An introduction to procedural geometry. Part 1A: The plane. Procedural geometry is geometry modelled in code. Instead of building 3D meshes by hand using art so
opengl - Getting the true z value from the depth buffer - Stack Overflow
Sampling from a depth buffer in a shader returns values between 0 and 1, as expected.
Given the near- and far- clip planes of the camera, how do I calculate the true z value at this point, i.e. the