Returns 1 if the current renderer is using an inverted depth buffer, 0 if not. Inverted depth buffers are useful when the renderer is using a floating point depth buffer as it solves almost all depth fighting issues involved with drawing large depth ranges. If an inverted depth buffer is being used then depth values of 1.0 are near the camera and depth values of 0.0 are far away. AGK automatically adjusts the depth buffer function (less or greater) depending on whether the depth buffer is inverted or not, so you can assume that values around 0.0 are close to the camera most of the time. But if you draw to a depth buffer for your own use then you will need to take this into account if you use those depth values in a shader, e.g. when doing your own shadows.
integer IsInvertedDepth()