<?xml version="1.0" encoding="ISO-8859-1"?>
<!DOCTYPE html
  PUBLIC "-//W3C//DTD XHTML 1.1 plus MathML 2.0//EN" "http://www.w3.org/TR/MathML2/dtd/xhtml-math11-f.dtd">
<html
	xmlns="http://www.w3.org/1999/xhtml"
	xmlns:mml="http://www.w3.org/1998/Math/MathML"
><head><title>glDepthRange</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glDepthMask.3G.xml" title="glDepthMask"/><link rel="next" href="glDrawArrays.3G.xml" title="glDrawArrays"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glDepthRange</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glDepthMask.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glDrawArrays.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glDepthRange.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glDepthRange.3G-name"/><h2>Name</h2><p>glDepthRange &#8212; specify mapping of depth values from normalized device coordinates to window coordinates</p></div><div class="refsynopsisdiv"><a name="glDepthRange.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glDepthRange</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLclampd <i><tt>zNear</tt></i>, GLclampd <i><tt>zFar</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glDepthRange.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glDepthRange</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>zNear</tt></i>, <i><tt>zFar</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>zNear</tt></i></span></dt><dd>
						Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
					</dd><dt><span class="term"><i><tt>zFar</tt></i></span></dt><dd>
						Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-description"/><h2>Description</h2><p>
			After clipping and division by <i><tt>w</tt></i>, depth coordinates range from -1 to 1, corresponding to the
			near and far clipping planes. <tt>glDepthRange</tt> 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 <tt>glDepthRange</tt> are both clamped to this range before they are accepted.
		</p><p>
			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.
		</p></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-notes"/><h2>Notes</h2><p>
			It is not necessary that <i><tt>zNear</tt></i> be less than <i><tt>zFar</tt></i>. Reverse mappings such
			as <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:mrow>
						<mml:mi>zNear</mml:mi>
						<mml:mo>=</mml:mo>
						<mml:mn>1</mml:mn>
					</mml:mrow>
				</mml:math>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:mrow>
						<mml:mi>zFar</mml:mi>
						<mml:mo>=</mml:mo>
						<mml:mn>0</mml:mn>
					</mml:mrow>
				</mml:math> are acceptable.
		</p></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glDepthRange</tt> is executed between the
			execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-associated_gets"/><h2>Associated Gets</h2><p>
			<tt>glGet</tt> with argument <tt>GL_DEPTH_RANGE</tt>
		</p></div><div class="refsect1" lang="en"><a name="glDepthRange.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glDepthFunc.3G.xml">glDepthFunc</a>, <a href="glPolygonOffset.3G.xml">glPolygonOffset</a>, <a href="glViewport.3G.xml">glViewport</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glDepthMask.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glDrawArrays.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glDepthMask </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glDrawArrays</td></tr></table></div></body></html>