glDepthRange - specify mapping of depth values from normalized device coordinates to window coordinates
void glDepthRange(GLdouble nearVal, GLdouble farVal);
void glDepthRangef(GLfloat nearVal, GLfloat farVal);
After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. glDepthRange specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). Thus, the values accepted by glDepthRange are both clamped to this range before they are accepted.
The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
It is not necessary that nearVal be less than farVal. Reverse mappings such as nearVal = 1, and farVal = 0 are acceptable.
The type of the nearVal and farVal parameters was changed from GLclampf to GLfloat for glDepthRangef and from GLclampd to GLdouble for glDepthRange. This change is transparent to user code and is described in detail on the removedTypes() page.
glGet() with argument GL_DEPTH_RANGE
|Function / Feature Name||2.0||2.1||3.0||3.1||3.2||3.3||4.0||4.1||4.2||4.3||4.4||4.5|
glDepthFunc(), glPolygonOffset(), glViewport(), removedTypes()
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
Copyright © 1991-2006 Silicon Graphics, Inc.
Copyright © 2010-2014 Khronos Group