glEnable(GL_DEPTH_CLAMP)

I must feel ashamed. Only today I’ve found out that we can disable z-clipping during rasterization (it’s useful for shadowmap rendering).

In OpenGL it can be achieved using:

glEnable(GL_DEPTH_CLAMP)

In DX11 we should set:

DepthClipEnable in the D3D11_RASTERIZER_DESC structure to false.

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