SceneModel whose triangles seed the depth buffer.
Projection basis defining the view direction.
World-space AABB ([xMin,yMin,zMin, xMax,yMax,zMax])
to bound the buffer. Eight corners of this AABB are
transformed into basis space to derive the buffer's u/v
extents.
Tuning parameters.
Walk every triangle on every mesh of
sourceModeland rasterise it into the returned depth buffer. The buffer spans the source AABB projected onto the basis'sright/upaxes; geometry outside that rotated rect falls outside the buffer and is ignored.