On Tuesday 19 January 2010 2:52:28 pm Henri Verbeet wrote:
ARB_depth_clamp should give pretty much the desired behaviour by clamping instead of clipping depth values outside the depth range.
I think you need to make sure glEnable(GL_DEPTH_CLAMP) gets called in state_clipping if you're going to bypass the depth range hack with it. Currently it's only called if WINED3DRS_CLIPPING is off.