Specifies the mapping of z values from normalized device coordinates to window coordinates.
OpenGL C bindings library: libGL.a
void glDepthRange(GLclampd near, GLclampd far)
|near||Specifies the mapping of the near clipping plane to window coordinates. The default value is 0.|
|far||Specifies the mapping of the far clipping plane to window coordinates. The default value is 1.|
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 subroutine 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 (zero) and the far plane to 1 (one). With this mapping, the depth buffer range is fully utilized.
It is not necessary that near be less than far. Reverse mappings such as 1,0 are acceptable.
|GL_INVALID_OPERATION||The glDepthRange subroutine is called between a call to glBegin and the corresponding call to glEnd.|
Associated gets for the glDepthRange subroutine are as follows. (See the glGet subroutine for more information.)
glGet with argument GL_DEPTH_RANGE.
|/usr/include/GL/gl.h||Contains C language constants, variable type definitions, and ANSI function prototypes for OpenGL.|
The glBegin or glEnd subroutine, glDepthFunc subroutine, glPolygonOffset subroutine, glPolygonOffsetEXT subroutine, glViewport subroutine.