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Clamp values at specification time for DepthRange* (section 13.8.1) and
ClearDepth (section 17.4.3), to avoid subtle issues when using floatingpoint depth buffers. However, this change does not reintroduce use of the
clampf and clampd types eliminated in OpenGL 4.2 (Bug 9517).
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Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
Modify Section 2.11.1 (Controling the Viewport), p. 41
(modify second paragraph) The factor and offset applied to z_d
encoded by n and f are set using
void DepthRange(clampd n, clampd f);
void DepthRangedNV(double n, double f);
z_w is represented as either fixed-point or floating-point
depending on whether the framebuffer's depth buffer uses
fixed-point or floating-point representation. If the depth buffer
uses fixed-point representation, we assume that the representation
used represents each value k/(2^m - 1), where k is in
{0,1,...,2^m-1}, as k (e.g. 1.0 is represented in binary as a
string of all ones). The parameters n and f are clamped to [0, 1]
when using DepthRange, but not when using DepthRangedNV. When n
and f are applied to z_d, they are clamped to the range appropriate
given the depth buffer's representation.
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