GLAPI/glDepthRangeIndexed: Difference between revisions
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After clipping and division by ''w'', depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. Each viewport has an independent depth range specified as 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). '''glDepthRangeIndexed''' specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for a specified viewport. Thus, the values accepted by '''glDepthRangeIndexed''' are both clamped to this range before they are accepted. | After clipping and division by ''w'', depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. Each viewport has an independent depth range specified as 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). '''glDepthRangeIndexed''' specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for a specified viewport. Thus, the values accepted by '''glDepthRangeIndexed''' are both clamped to this range before they are accepted. | ||
The {{param|index}} parameter specifies the index of first viewport whose depth range to modify and must be less than the value of {{ | The {{param|index}} parameter specifies the index of first viewport whose depth range to modify and must be less than the value of {{enum|GL_MAX_VIEWPORTS}}. {{param|nearVal}} and {{param|farVal}} specify near and far values of the depth range for the specified viewport, respectively. | ||
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. | 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. | ||
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== Errors == | == Errors == | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|index}} is greater than or equal to the value of {{enum|GL_MAX_VIEWPORTS}}. | ||
== Associated Gets == | == Associated Gets == | ||
{{apifunc|glGet}} with argument {{ | {{apifunc|glGet}} with argument {{enum|GL_DEPTH_RANGE}} | ||
== See Also == | == See Also == |
Revision as of 17:19, 29 April 2012
Core in version | 4.6 | |
---|---|---|
Core since version | 4.1 | |
Core ARB extension | ARB_viewport_array |
glDepthRangeIndexed: specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport
Function Definition
void glDepthRangeIndexed(GLuint index, GLclampd nearVal, GLclampd farVal);
- index
- Specifies the index of the viewport whose depth range to update.
- 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. Each viewport has an independent depth range specified as 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). glDepthRangeIndexed specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for a specified viewport. Thus, the values accepted by glDepthRangeIndexed are both clamped to this range before they are accepted.
The index parameter specifies the index of first viewport whose depth range to modify and must be less than the value of GL_MAX_VIEWPORTS. nearVal and farVal specify near and far values of the depth range for the specified viewport, respectively.
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 the near plane distance be less than the far plane distance. Reverse mappings such as nearVal = 1, and farVal = 0 are acceptable.
Errors
GL_INVALID_VALUE is generated if index is greater than or equal to the value of GL_MAX_VIEWPORTS.
Associated Gets
glGet with argument GL_DEPTH_RANGE
See Also
glDepthFunc, glDepthRange, glDepthRangeArray, glPolygonOffset, glViewportArray, glViewport
Copyright
Copyright © 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.