WebGLRenderingContext: depthRange() method
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.
Note: This feature is available in Web Workers.
The WebGLRenderingContext.depthRange()
method of the WebGL API specifies the depth range mapping
from normalized device coordinates to window or viewport coordinates.
Syntax
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 (undefined
).
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 |
---|
WebGL Specification # 5.14.3 |
Browser compatibility
Report problems with this compatibility data on GitHubdesktop | mobile | |||||||||||
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depthRange |
Legend
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- Full support