056b85f83e584884828df4f4d949400e04541263
the OpenGL one is only that the Z value output was [0,1], instead of [-1,+1]. (I can't find D3D docs confirming that this is what D3D wants, but the math lines up this way.) Instead of setting up a different matrix from scratch, use OpenGL's well- defined ranges, and then scale and shift the Z values to the range D3D wants.
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