glDepthRange
[New
- Windows 95, OEM Service Release 2]
The glDepthRange
function specifies the mapping of z values from normalized device
coordinates to window coordinates.
void glDepthRange(
GLclampd znear, |
|
GLclampd zfar |
|
); |
|
Parameters
znear
The mapping
of the near clipping plane to window coordinates. The default value is 0.
zfar
The mapping
of the far clipping plane to window coordinates. The default value is 1.
Remarks
After
clipping and division by w, z-coordinates range from -1.0 to 1.0, corresponding to the near and far clipping
planes. The glDepthRange function specifies a linear mapping of the
normalized z-coordinates in this range to window z-coordinates.
Regardless of the actual depth buffer implementation, window coordinate depth values
are treated as though they range from 0.0 through 1.0 (like color components).
Thus, the values accepted by glDepthRange are both clamped to this range
before they are accepted.
The default
mapping 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
1,0 are acceptable.
The following
function retrieves information related to glDepthRange:
glGet with
argument GL_DEPTH_RANGE
Error Codes
The following
are the error codes generated and their conditions.
Error
Code |
Condition |
GL_INVALID_OPERATION
|
glDepthRange was called between a call to glBegin and the
corresponding call to glEnd. |
See Also