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The screen space floating point z convention used for rendering
You should use the z-convention you are expecting locally for your projection matrix. If your screen space z range is [0;1], set DepthConvention.ZeroToOne and DepthConvention.MinusOneToOne for [-1;1]. If you need an inverse Z matrix, use the respective conventions DepthConvention.OneToZero for [1;0] and DepthConvention.OneToMinusOne for [1;-1].
enum class Microsoft::Azure::RemoteRendering::DepthConvention : int32_t