As I've seen corruption in geometry, why is it a bad idea to normalize a homogeneous (divide by w) the vertex position returned from vertex shader?
// float4 pos : SV_POSITION; output.pos = mul( mvpMatrix, float4(input.pos, 1) ); output.pos /= output.pos.w; // this line causes the visual corruption below
Three images as I move to the right of a sphere in wireframe. As I get closer the geometry starts corrupting. It seems the geometry immediately around the camera gets the most corrupt.