Modify the depth buffer value in TinyRenderer to be consistent as in OpenGL.
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@@ -36,6 +36,9 @@ struct CommonCameraInterface
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virtual void setAspectRatio(float ratio) = 0;
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virtual float getAspectRatio() const = 0;
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virtual float getCameraFrustumFar() const = 0;
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virtual float getCameraFrustumNear() const = 0;
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};
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#endif //COMMON_CAMERA_INTERFACE_H
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