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 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 | Firefox (Gecko) | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|
Basic support | 9 | 4.0 (2.0) | 11 | 12 | 5.1 |
Feature | Android | Chrome for Android | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|
Basic support | ? | 25 | (Yes) | ? | 12 | 8.1 |