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glDepthRange function

Applies to: desktop apps only

The glDepthRange function specifies the mapping of z values from normalized device coordinates to window coordinates.

Syntax

void WINAPI glDepthRange(
  GLclampd zNear,
  GLclampd zFar
);

Parameters

zNear

The mapping of the near clipping plane to window coordinates. The default value is zero.

zFar

The mapping of the far clipping plane to window coordinates. The default value is 1.

Return value

This function does not return a value.

Error codes

The following error code can be retrieved by the glGetError function.

NameMeaning
GL_INVALID_OPERATION

The function was called between a call to glBegin and the corresponding call to glEnd.

Remarks

After clipping and division by w, z -coordinates range from 0.0 to 1.0, corresponding to the near and far clipping planes. The glDepthRange function 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 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 (1,0) are acceptable.

The following function retrieves information related to glDepthRange:

glGet with argument GL_DEPTH_RANGE

Requirements

Minimum supported client

Windows 2000 Professional

Minimum supported server

Windows 2000 Server

Header

Gl.h

Library

Opengl32.lib

DLL

Opengl32.dll

See also

glBegin
glDepthFunc
glEnd
glGet
glViewport

 

 

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Build date: 3/6/2012

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