Why does the default Metal VisionOS implementation of the Renderer use 0.0 as the default depth buffer and greater as the depthCompareFunction?
Question As the head states, it seems from what I’m reading, most places seems to be standard to use “less” as the comparator function and using 1.0 as the depth buffer. Does it make a difference which one I use, or can I just arbitrarily set one, and as long as I stay consistent, it […]