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oblique frustum clipping with linear depth projection matrix

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Hello all, In my engine I have implemented water reflections using the oblique frustum clipping algorithm ( http://www.terathon.com/code/oblique.php ) and I'm trying to add support for linearized depth projection matrices ( http://www.mvps.org/directx/articles/linear_z/linearz.htm ), but for some reason, the two don't get along too well. Does anybody know why? Thanks.

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More details: when doing normal rendering, everything is fine, but in the reflected texture only the sky is rendered.

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