Difference between revisions of "GLAPI/glDepthRange"

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(4.0 API.)
 
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== Description ==
 
== Description ==
  
After clipping and division by ''w'', depth coordinates range from <!--Missing Equation--> 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.
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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.
 
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.
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== Notes ==
 
== Notes ==
  
It is not necessary that ''nearVal'' be less than ''farVal''. Reverse mappings such as <!--Missing Equation-->, and <!--Missing Equation--> are acceptable.
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It is not necessary that ''nearVal'' be less than ''farVal''. Reverse mappings such as ''nearVal'' = 1, and ''farVal'' = 0 are acceptable.
  
 
== Associated Gets ==
 
== Associated Gets ==

Revision as of 19:06, 28 January 2012

glDepthRange
Core in version 4.6
Core since version 1.0

glDepthRange: specify mapping of depth values from normalized device coordinates to window coordinates

Function Definition

 void glDepthRange(GLclampd nearVal, GLclampd farVal);
 void glDepthRangef(GLclampf nearVal, GLclampf farVal);
nearVal
Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
farVal
Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.

Description

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.

Notes

It is not necessary that nearVal be less than farVal. Reverse mappings such as nearVal = 1, and farVal = 0 are acceptable.

Associated Gets

glGet with argument GL_DEPTH_RANGE

See Also

glDepthFunc, glPolygonOffset, glViewport

Copyright

Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.