Since I’m working with a right-handed coordinate system, the resulting far plane in view space is in the -Z axis. ]]>

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there is a question about clip space z coordinate for this code

screenSpace[0] = float4( IN.dispatchThreadID.xy * BLOCK_SIZE, -1.0f, 1.0f );

// Top right point

screenSpace[1] = float4( float2( IN.dispatchThreadID.x + 1, IN.dispatchThreadID.y ) * BLOCK_SIZE, -1.0f, 1.0f );

….. to construct frustum(far plane)

then call ScreenToView function

why clip space z for far plane in right hand system is -1 not 1, according to http://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/opengl-perspective-projection-matrix

the near plane mapped to -1 , far plan mapped to 1, i confused with it.

thank you

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