this is a basic question but requires some in depth knowledge that I am missing.
I want to render a texture on the far plane, that is gl_Position.z = 1 & gl_Position.w = 1. Hard Coded and without Matrices.
It appears that GL clips including the far plane.
Can I modify the clipping comparison?
Is there a standard way to place geometry on the far plane?
The largest possible depth value appears to be: 0.99999991059303297
Interestingly, the largest value provided by <math.h> and nextafter(1.0f, 0.0f) is 0.99999994039535522
I would have thought that the precision would be the same by now, can anyone elaborate on this? Or point to some documentation.