Comment # 13
on bug 57875
from Stefan Dösinger
I think a new extension is the way to go. We could probably call it GL_MESA_depth_clip_disable or GL_MESA_depth_clamp_d3d. One could try to combine the CLIP_DISABLE register with clamping gl_FragDepth inside the fragment shader. I'd expect the cost of this to be way too high, even if it's just enabled when both GL_DEPTH_TEST and GL_DEPTH_CLAMP are enabled. Maybe some considerations similar to GL_ARB_conservative_depth can be applied, but I guess that'd require hardware support.
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