02-22-2020
Hi, What does this word mean (you used it many times):
What do you mean by this word, exactly?
Do you mean "columns" (in an ASCII table)?
Thanks.
This User Gave Thanks to Neo For This Post:
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LEARN ABOUT DEBIAN
gldepthrangearray
GLDEPTHRANGEARRAY(3G) [FIXME: manual] GLDEPTHRANGEARRAY(3G)
NAME
glDepthRangeArray - specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of
viewports
C SPECIFICATION
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
PARAMETERS
first
Specifies the index of the first viewport whose depth range to update.
count
Specifies the number of viewports whose depth range to update.
v
Specifies the address of an array containing the near and far values for the depth range of each modified viewport.
DESCRIPTION
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.
The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
NOTES
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.
The type of the v parameter was changed from GLclampd to GLdouble. This change is transparent to user code and is described in detail on
the removedTypes() page.
ERRORS
GL_INVALID_VALUE is generated if first is greater than or equal to the value of GL_MAX_VIEWPORTS.
GL_INVALID_VALUE is generated if first + count is greater than or equal to the value of GL_MAX_VIEWPORTS.
ASSOCIATED GETS
glGet() with argument GL_DEPTH_RANGE
SEE ALSO
glDepthFunc(), glDepthRange(), glDepthRangeIndexed(), glPolygonOffset(), glViewportArray(), glViewport(), removedTypes()
COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
[FIXME: source] 05/30/2012 GLDEPTHRANGEARRAY(3G)