glDepthRange - specify mapping of depth values from normalized device
coordinates to window coordinates
void glDepthRange( GLclampd zNear,
GLclampd zFar )
- zNear
- Specifies the mapping of the near clipping plane to window coordinates.
The initial value is 0.
- zFar
- 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
, and
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, glPolygonOffset, glViewport