glDepthRange: specify mapping of depth values from normalized device
coordinates to window coordinates.
C Specification |
Associated Gets |
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.
- 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.
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.
glGet with argument GL_DEPTH_RANGE
- GL_INVALID_OPERATION is generated if glDepthRange is executed between the
execution of glBegin and the
corresponding execution of glEnd.