📄 depthrange.html
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<PRE>
<STRONG>NAME</STRONG>
<STRONG>glDepthRange</STRONG> - specify mapping of depth values from
normalized device coordinates to window coordinates
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glDepthRange</STRONG>( GLclampd <EM>zNear</EM>,
GLclampd <EM>zFar</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>zNear</EM> Specifies the mapping of the near clipping plane to
window coordinates. The initial value is 0.
<EM>zFar</EM> Specifies the mapping of the far clipping plane to
window coordinates. The initial value is 1.
<STRONG>DESCRIPTION</STRONG>
After clipping and division by <EM>w</EM>, depth coordinates range
from -1 to 1, corresponding to the near and far clipping
planes. <STRONG>glDepthRange</STRONG> 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 <STRONG>glDepthRange</STRONG> 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.
<STRONG>NOTES</STRONG>
It is not necessary that <EM>zNear</EM> be less than <EM>zFar</EM>. Reverse
mappings such as zNear=1, and zFar=0 are acceptable.
<STRONG>ERRORS</STRONG>
<STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glDepthRange</STRONG> is
executed between the execution of <STRONG>glBegin</STRONG> and the
corresponding execution of <STRONG>glEnd</STRONG>.
<STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG>
<STRONG>glGet</STRONG> with argument <STRONG>GL_DEPTH_RANGE</STRONG>
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glDepthFunc</STRONG>, <STRONG>glPolygonOffset</STRONG>, <STRONG>glViewport</STRONG>
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