GLDEPTHRANGE(3G) | GLDEPTHRANGE(3G) |
glDepthRange - specify mapping of depth values from normalized device coordinates to window coordinates
void glDepthRange( GLclampd zNear,
GLclampd zFar )
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, glPolygonOffset, glViewport