offsetProjectionDepth

Applies a specified depth offset to this projection matrix. The depth offset may be any real number and is typically used to draw geometry slightly closer to the user's eye in order to give those shapes visual priority over nearby or geometry. An offset of zero has no effect. An offset less than zero brings depth values closer to the eye, while an offset greater than zero pushes depth values away from the eye.
The result of this method is undefined if this matrix is not a projection matrix. Projection matrices can be created by calling setToPerspectiveProjection or setToScreenProjection
Depth offset may be applied to both perspective and screen projection matrices. The effect on each type is outlined here:
Perspective Projection
The effect of depth offset on a perspective projection increases exponentially with distance from the eye. This has the effect of adjusting the offset for the loss in depth precision with geometry drawn further from the eye. Distant geometry requires a greater offset to differentiate itself from nearby geometry, while close geometry does not.
Screen Projection
The effect of depth offset on an screen projection increases linearly with distance from the eye. While it is reasonable to apply a depth offset to an screen projection, the effect is most appropriate when applied to the projection used to draw the scene. For example, when an object's coordinates are projected by a perspective projection into screen coordinates then drawn using a screen projection, it is best to apply the offset to the original perspective projection. The method RenderContext.project performs the correct behavior for the projection type used to draw the scene.

Return

this matrix with its components adjusted to account for the specified depth offset

Parameters

depthOffset

the amount of offset to apply