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Posted 18 December 2012 - 11:19 PM
Posted 27 December 2012 - 02:36 AM
If z = 0, then you have a problem with your perspective. A vertex is located on the eye-plane.
This division by zero problem can't happen in regular graphics pipelines because the depth-division happens after near-clipping.
I guess my first attempt for avoiding this problem would simply be adding a very small bias value to z if it's 0.
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