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glDepthRange(3G)               OpenGL Reference               glDepthRange(3G)



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


C SPECIFICATION
     void glDepthRange( GLclampd near,
                        GLclampd far )


PARAMETERS
     near  Specifies the mapping of the near clipping plane to window
           coordinates.  The initial value is 0.

     far   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 near be less than far.  Reverse mappings such as
     near=1, and far=0 are acceptable.

ERRORS
     GLINVALIDOPERATION is generated if glDepthRange is executed between the
     execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGet with argument GLDEPTHRANGE


MACHINE DEPENDENCIES
     Although it is possible to reverse the depth mapping so that near is 1
     and far is 0, doing so may cause severe depth-buffering artifacts on
     InfiniteReality systems.  (This is particularly true for 15-bit depth
     buffers.)  Therefore this practice is strongly discouraged.








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glDepthRange(3G)               OpenGL Reference               glDepthRange(3G)



SEE ALSO
     glDepthFunc, glPolygonOffset, glViewport





















































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