The WebGLRenderingContext.depthRange()
method of the WebGL API specifies the depth range mapping from normalized device coordinates to window or viewport coordinates.
void gl.depthRange(zNear, zFar);
zNear
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 to zFar
. The default value is 0.
zFar
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.
None.
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]
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 clampled to clamped to the range 0 to 1 and 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. |
Feature | Chrome | Edge | Firefox | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|---|
Basic support | 9 | 12 | 4 | 11 | 12 | 5.1 |
Feature | Android webview | Chrome for Android | Edge mobile | Firefox for Android | IE mobile | Opera Android | iOS Safari |
---|---|---|---|---|---|---|---|
Basic support | Yes | 25 | Yes | Yes | 11 | 12 | 8.1 |
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/depthRange