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glDepthRangef — specify mapping of depth values from normalized device coordinates to window coordinates

C Specification

void glDepthRangef( GLfloat n,
  GLfloat f);



Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.


Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.


After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. glDepthRangef specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. If a fixed-point depth representation is used, the parameters n and f are clamped to the range [0 to 1] when computing window z.

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.


It is not necessary that n be less than f. Reverse mappings such as n = 1 , and f = 0 are acceptable.

Associated Gets

glGet with argument GL_DEPTH_RANGE

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1
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