Add mat4.perspectiveZO, mat4.orthoZO for WebGPU #413
Merged
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Putting this up as a pull request in case there's any feedback.
The upcoming WebGPU API uses Normalized Device Coordinates with a [0, 1] Z range, which differs from WebGL's [-1, 1] range. To get the best precision out of WebGPU pages will need to create perspective matrices a bit differently.
This change introduces the
mat4.perspectiveZO()
, which is identical in functionality to the previousmat4.perspective()
method except it maps to the [0, -1] range. For consistency the previous method has been renamed tomat4.perspectiveNO()
with an alias ofmat4.perspective()
. This could later allow users to configure the library to use one projection method or the other by default. Naming convention borrowed from the native glm library because I can't think of anything better that doesn't end up with 50 character long method names.