Understanding Perspective Projection Variants: 0→1, 1→0 (Reversed-Z), and Infinite Depth – Why Modern Engines Should Care

In a previous article, we explored the differences in coordinate systems across graphics APIs like Metal, Direct3D, OpenGL, and Vulkan. This follow-up dives deeper into a related but often overlooked topic: perspective projection depth conventions. These conventions—mapping view-space Z to normalized device coordinates (NDC) and the depth buffer—profoundly impact depth precision, shadow mapping quality, numerical […]
DXGLWrap Revival: Restoring a DirectX 8 to OpenGL Wrapper
In 2002, I was experimenting with something that, at the time, felt both ambitious and slightly unconventional: translating Direct3D 8 calls into OpenGL. The idea became DXGLWrap, a lightweight wrapper designed to bridge two competing graphics APIs. Back then, the project got some unexpected visibility. It was featured on Slashdot, and even led to an […]
A Small Resurrection Story: Bringing GLview Back to Windows NT 4.0 – GLview 2.60 LTS

In the world of software development, some projects refuse to fade away completely. That’s exactly what happened with GLview 2.60 LTS, a long-term support re-release of the classic OpenGL Extensions Viewer targeted at the era of Windows NT 4.0 and fixed-function OpenGL. This unexpected revival began with a simple user request for an ancient version […]
Navigating Coordinate System Differences in Metal, Direct3D, and OpenGL/Vulkan
As a graphics developer, porting shaders or rendering code between APIs like Apple’s Metal (using MSL), Microsoft’s Direct3D (using HLSL), and Khronos Group’s OpenGL/Vulkan (using GLSL/SPIR-V) can be a headache. The root of many bugs lies in subtle differences in coordinate systems—from clip space and normalized device coordinates (NDC) to texture origins and handedness. These […]
Building a Full iOS App Stack with CMake: App Clip, Widgets, Notifications & Watch App
For years, Xcode was our go-to for developing iOS apps with advanced features like App Clips, Widgets, Notifications, and Watch Apps. While Xcode works well, maintaining large projects with many targets and extensions becomes increasingly painful over time: Upgrading Xcode projects often drags legacy fields or drops support for target versions. Keeping up with iOS/watchOS […]
Resolving CMake and CocoaPods Integration Issues in Xcode Projects

Introduction Integrating CocoaPods into CMake-based iOS or macOS projects can be challenging. Developers often encounter issues where CocoaPods dependencies aren’t correctly linked, leading to build failures or incomplete archives. This blog post explores common problems in such integrations and provides solutions to ensure a smooth development experience. Common Issues Encountered 1. CocoaPods Frameworks Not Found […]
Avoiding Depth Clipping in OpenGL ES by Clamping gl_Position.z
In standard OpenGL ES rendering, objects outside the clip volume are discarded before reaching the fragment shader. This includes primitives that lie outside the near and far depth planes defined by the projection matrix. However, what if you need to render objects that are beyond the far plane without having them clipped? In desktop OpenGL, […]
GLview 7.3 Release: What’s New?
The latest version of GLview, version 7.3, is here! This release brings significant updates, important bug fixes, and exciting new features that improve both functionality and reliability. Key Updates in GLview 7.3 Enhanced Installer Support: The installer now supports silent mode (/S) for streamlined, automated installations. This is a game-changer for IT administrators and advanced […]
Celebrating 30 Years of ‘Dimension’ – Realtech VR at The Party 1994
In December 1994, Realtech VR embarked on a journey to Denmark to participate in one of the most iconic demo parties of its time: The Party 1994, held from December 27 to December 30 at the Herning Messecenter in Herning, Denmark. With 2,700 visitors, it was a gathering of creative minds and groundbreaking tech enthusiasts, […]
Realtech VR Book!
2024 marks 30 years since Realtech VR began its journey. While reminiscing about the golden age of demo-making, I started searching for books on demo history from 30 years ago… and stumbled upon something truly unexpected. Stay tuned for the reveal over the week end! #DemoScene #OldSchoolDemos #RetroComputing #RetroTech #RealtechVR30Years #3DGraphics #CodingLegend #30YearsStrong #TechThrowback