lsetdepth(3G)
lsetdepth - sets the depth range
As shipped in IRIX 6.5.19. Unchanged since IRIX 6.5.
NAME lsetdepth - sets the depth range C SPECIFICATION void lsetdepth(near, far) long near, far; PARAMETERS near expects the screen coordinate of the near clipping plane. far expects the screen coordinate of the far clipping plane. DESCRIPTION viewport specifies the mapping of the left, right, bottom, and top clipping planes into screen coordinates. lsetdepth completes this mapping for homogeneous world coordinates; it specifies the mapping of the near and far clipping planes into values stored in the z-buffer. lsetdepth is used in z-buffering, depth-cueing, and certain feedback applications. The valid range of the parameters depends on the state of the GLC_ZRANGEMAP compatibility mode (see glcompat). If it is 0, the valid range depends on the graphics hardware. When multisample is enabled, and multisample buffers exist in the current framebuffer configuration in the current drawmode, the minimum is the value returned by getgconfig(GC_MS_ZMIN) and the maximum is the value returned by getgconfig(GC_MS_ZMAX). Otherwise, the minimum is the value returned by getgconfig(GC_ZMIN) and the maximum is the value returned by getgconfig(GC_ZMAX). If the state of the GLC_ZRANGEMAP compatibility mode is 1, the minimum is 0x0 and the maximum is 0x7FFFFF. The depth range defaults to the full range supported by the graphics hardware. Acceptable mappings include all those where both near and far are within the supported range, including mappings where near > far. In particular, it is sometimes desirable to call lsetdepth(0x7FFFFF, 0x0) on IRIS-4D GT and GTX models. SEE ALSO depthcue, feedback, getgdesc, glcompat, zbuffer NOTES Error accumulation in the iteration of z can cause wrapping when the full depth range supported by the graphics hardware is used. (An iteration wraps when it accidentally converts an large positive value into a negative value, or vice versa.) While the effects of wrapping are typically not observed, if they are, they can be eliminated by reducing the depth range by a small percentage. When using this routine, you should always explicitly set the GLC_ZRANGEMAP mode of glcompat because its default is different on different models.