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Renderer.GetClip

static void GetClip(Single& nearPlane, Single& farPlane)

This retrieves the current near and far clipping planes for the perspective matrix of the primary draw surface.

   
Single& nearPlane The GPU discards pixels that are too close to the camera, this is that distance! It will be larger than zero, due to the projection math, which also means that numbers too close to zero will produce z-fighting artifacts. This has an enforced minimum of 0.001, but will probably be closer to 0.1.
Single& farPlane At what distance from the camera does the GPU discard pixel? This is not true distance, but rather Z-axis distance from zero in View Space coordinates!




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