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glDepthRange(3G)
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glDepthRange - specify mapping of depth values from normalized
device coordinates to window coordinates
void glDepthRange(
GLclampd zNear,
GLclampd zFar );
Specifies the mapping of the near clipping plane to window
coordinates. The initial value is 0. Specifies the mapping
of the far clipping plane to window coordinates. The
initial value is 1.
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 zNear be less than zFar. Reverse
mappings such as "zNear" = 1, and "zFar" = 0 are acceptable.
GL_INVALID_OPERATION is generated if glDepthRange() is
executed between the execution of glBegin() and the corresponding
execution of glEnd().
glGet() with argument GL_DEPTH_RANGE
glDepthFunc(3), glPolygonOffset(3), glViewport(3)
glDepthRange(3G)
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