GLDEPTHRANGE man page on MacOSX
[printable version]
GLDEPTHRANGE(3G) OpenGL 3.3 GLDEPTHRANGE(3G)
NAME
glDepthRange - specify mapping of depth values from normalized device
coordinates to window coordinates
C SPECIFICATION
void glDepthRange(GLclampd nearVal, GLclampd farVal);
PARAMETERS
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/.
OpenGL 3.3 03/08/2011 GLDEPTHRANGE(3G)
[top]
List of man pages available for MacOSX
Copyright (c) for man pages and the logo by the respective OS vendor.
For those who want to learn more, the polarhome community provides shell access and support.
[legal]
[privacy]
[GNU]
[policy]
[cookies]
[netiquette]
[sponsors]
[FAQ]
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
|
Vote for polarhome
|