Comment Re:If you can turn it off (Score 1) 190
the normalized device coordinates is still a 3D space, it is just rectification that transforms the view frustum into a cube such that all rays converging to the eye become parallel to the z axis.
Occlusion is handled in this space through z-buffer: each point is mapped to normalized device coordinates and then the value stored on the z-buffer at its transformed x,y coordinates is confronted with the transformed z coordinate. If the value on the z-buffer is bigger the point is drawn and the z-buffer updated, otherwise the point is occluded. The transformation I propose comes before occlusion detection and you still need two z-buffers, but you can compute transformation for each triangle only toward one eye and then transform the coordinates to those of the other eye.