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Fixing projection matrix in examples.
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@@ -403,7 +403,7 @@ int _main_(int _argc, char** _argv)
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float view[16];
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float proj[16];
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bx::mtxLookAt(view, eye, at);
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(0, view, proj);
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