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). glDepthRangeArray specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for each viewport in the range [first, first + count). Thus, the values accepted by glDepthRangeArray are both clamped to this range before they are accepted.
The first parameter specifies the index of the first viewport whose depth range to modify and must be less than the value of GL_MAX_VIEWPORTS. count specifies the number of viewports whose depth range to modify. first + count must be less than or equal to the value of GL_MAX_VIEWPORTS. v specifies the address of an array of pairs of double precision floating point values representing the near and far values of the depth range for each viewport, in that order.
It is not necessary that the near plane distance be less than the far plane distance. Reverse mappings such as near = 1, and far = 0 are acceptable.
GL_INVALID_VALUE is generated if first is greater than or equal to the value of GL_MAX_VIEWPORTS.
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