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Relative-To-Eye math not working?

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Hi Everyone,

So, I'm writing a planet-scale renderer, in which I'm implementing Relative-To-Eye method to deal with precision problems; however, the final result doesn't quite match with the traditional rendering path, and I can't figure out why.

I'll put this simple, assuming left-handed system and:

camera = | 0, 0,-2 |

point  = | 1, 0, 0 |

worldView =  | 1  0  0  0 |
             | 0  1  0  0 |
             | 0  0  1  0 |
             | 1  0  2  1 |

proj =  | 1.54 0    0    0 |
        | 0    2.41 0    0 |
        | 0    0    1.47 1 |
        | 0    0   -1.41 0 |

 

Traditional method:

worldViewProj …

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