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WebGLRenderingContext.depthRange

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 to zFar. 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 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.

Browser compatibility

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

See also

© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/depthRange