Matrix differences

Are there any differences between the

trans_world_to_clip 

matrix available in shaders and the matrix generated by

render.getMat(base.camera) * base.cam.node().getLens().getProjectionMat()

in python?

They should be functionally equivalent.

However, I do believe reading somewhere there may be a difference when using DirectX due to the way matrices are handled.

You can always do some tests.