Clip-space depth convention of a projection matrix (plan D8).
"negative-one-to-one" — OpenGL/WebGL 2 clip space, where the near plane
maps to z = -1 and the far plane to z = +1.
"zero-to-one" — WebGPU (and Direct3D/Vulkan) clip space, where the near
plane maps to z = 0 and the far plane to z = +1.
§7a requires that backend NDC differences be absorbed by the projection
matrix and never leak into user code, so this is the only place in the math
package where a rendering backend is visible at all. The default is
"negative-one-to-one" because the MVP renders with WebGL 2 (§120); the
WebGPU backend passes "zero-to-one" explicitly.
Clip-space depth convention of a projection matrix (plan D8).
"negative-one-to-one"— OpenGL/WebGL 2 clip space, where the near plane maps toz = -1and the far plane toz = +1."zero-to-one"— WebGPU (and Direct3D/Vulkan) clip space, where the near plane maps toz = 0and the far plane toz = +1.§7a requires that backend NDC differences be absorbed by the projection matrix and never leak into user code, so this is the only place in the math package where a rendering backend is visible at all. The default is
"negative-one-to-one"because the MVP renders with WebGL 2 (§120); the WebGPU backend passes"zero-to-one"explicitly.