But why does he use the left coordinate system?
Add a "default" to this question. Because all that needed to be changed is glDepthRange(1.0f, 0.0f);and now you are right. And yes, this is the completely legal GL syntax; there has never been a limitation that the range near z is less than the far far.
? , - ARB . , - ARB , . , OpenGL, IRIX GL, , ARB .
; . . , . , , .
.
, ? , ?
OpenGL , . ; . , -, GL , .
, , - , , . - , Z. , , Z. glDepthRange .