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@Pivok7 Pivok7 commented Jun 20, 2025

I'm working on a Vulkan engine and it uses different coordinates for clip space than OpenGL. I found that perspectiveReversedZ worked for Vulkan when I flipped the Y coordinate but I couldn't adjust the far plane so I wanted to add this function for convenience. I'm not sure if perspectiveVulkan is a suitable name though.

@Pivok7 Pivok7 closed this Jun 21, 2025
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Pivok7 commented Jun 21, 2025

After some thought I think that this may not be a valid solution

@kooparse
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Thanks nonetheless!

I think it's better to let the user doing his own "custom" perspective matrix there. He could even use the perspective one from zalgebra, and on top of it, multiply it with his own custom one to get a Vulcan or Metal result, for his needs. That's how I do it on Metal for exemple.

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