WebGLRenderingContext.depthRange() - Web APIs 编辑
The WebGLRenderingContext.depthRange()
method of the WebGL API specifies the depth range mapping from normalized device coordinates to window or viewport coordinates.
Syntax
void gl.depthRange(zNear, zFar);
Parameters
zNear
- A
GLclampf
specifying the mapping of the near clipping plane to window or viewport coordinates. Clamped to the range 0 to 1 and must be less than or equal tozFar
. The default value is 0.
zFar
- A
GLclampf
specifying the mapping of the far clipping plane to window or viewport coordinates. Clamped to the range 0 to 1. The default value is 1.
Return value
None.
Examples
gl.depthRange(0.2, 0.6);
To check the current depth range, query the DEPTH_RANGE
constant which returns a Float32Array
gl.getParameter(gl.DEPTH_RANGE);
// Float32Array[0.2, 0.6]
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 1.0 The definition of 'depthRange' in that specification. | Recommendation | Initial definition. Unlike OpenGL, WebGL requires zNear and zFar values to be clamped to the range 0 to 1. Additionally, zNear must be less than or equal to zFar . |
OpenGL ES 2.0 The definition of 'glDepthRangef' in that specification. | Standard | Man page of the OpenGL API. |
Browser compatibility
BCD tables only load in the browser
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
See also
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