[1:29:20][@ratchetfreak][When adjusting the sprite like that, don't you need to interpolate the texture coordinates in screenspace instead of clipspace (the default)?]
[1:30:29][@macielda][What is Alpha to Coverage? Any good references on that?]
[1:31:48][@k1ng_k3v1n][Would an orthogonal projection matrix be applicable for your game?]
[1:32:19][@sharlock93][Is the -n and -f because OpenGL has the camera on the negative -z?]
[1:33:06][@magik603][Why are you using legacy OpenGL?]
[1:34:49][@cvaucher][Do you typically use an infinite far plane for increased precision? Shawn McGrath mentioned it in his stream awhile back]
[1:36:20][@macielda][Would it be simpler to use Orthographic transforms for upright objects? Are you not simply undoing the Perspective Projection there?]
[1:37:28][@pepevel][Would it be possible to use a shader to do the Z-buffer rendering?]
[1:40:17][@sharlock93][So the near and far plane are linearly mapped. I have read somewhere where the mapping is not linear, in which case do we not make them linear?]
[1:43:13][Blackboard: Accounting for the -z in our coefficients]
[1:48:15][Consult the OpenGL spec[ref
site="OpenGL"
page="The OpenGL Graphics System: A Specification (v2.0)"
url="https://hippo.nipax.cz/docs/glspec20.pdf"]]
[1:52:24][@sharlock93][Oh yeah, sorry, I mixed two things up]
[1:52:34][Blackboard: Computing a and b, accounting for the -z]
[2:02:30][handmade_math.h: Try to make PerspectiveProjection() compute the non-perspective corrected terms for orthographic]