This experiment was written to validate a claim that reversed depth rendering results in improved precision even when used with D24S8 depth buffer. Two quads are rendered on top of each other with 1 unit gap between them. Coloured quad on top of a black one. They are stretched 50k units forward. Camera near clip distance is 0.5, far is 50k. White line markers are drawn every 1k units Trivial vertex shader is used: out_pos = mul(float4(in_pos,1), mat_viewproj);
Hold left mouse button to look around. Use WASD+EQ keys to move. Ctrl to slow-down, Shift to speed-up. H to hide or show help text.
You will need Visual Studio and DirectX SDK installed. Run premake.exe to generate Visual Studio solution. Use generated solution from 'build' directory.