gl.DepthRange(zNear, zFar)
gl.DepthRange()
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 gl.DepthRange()
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.
It is not necessary that nearVal
be less than farVal
. Reverse mappings such as nearVal = 1 , and farVal = 0
are acceptable.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if gl.DepthRange()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End()
#GL_DEPTH_RANGE