Modify the depth buffer value in TinyRenderer to be consistent as in OpenGL.
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@@ -383,3 +383,13 @@ float SimpleCamera::getAspectRatio() const
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{
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return m_data->m_aspect;
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}
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float SimpleCamera::getCameraFrustumFar() const
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{
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return m_data->m_frustumZFar;
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}
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float SimpleCamera::getCameraFrustumNear() const
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{
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return m_data->m_frustumZNear;
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}
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