- Method glDepthRange
void glDepthRange(float zNear, float zFar)
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.
- Parameter zNear
Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
- Parameter zFar
Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.