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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

/**
 * Native bindings to the NV_depth_clamp extension.
 * 
 * 

In some rendering applications such as shadow volumes, it is useful * to allow line and polygon primitives to be rasterized without * clipping the primitive to the near or far clip volume planes (side * clip volume planes clip normally). Without the near and far clip * planes, rasterization (pixel coverage determination) in X and Y * can proceed normally if we ignore the near and far clip planes. * The one major issue is that fragments of a primitive may extend * beyond the conventional window space depth range for depth values * (typically the range [0,1]). Rather than discarding fragments that * defy the window space depth range (effectively what near and far * plane clipping accomplish), the depth values can be clamped to the * current depth range.

* *

This extension provides exactly such functionality.

*/ public final class NVDepthClamp { /** * Accepted by the {@code cap} parameter Enable, Disable, and IsEnabled, * and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_DEPTH_CLAMP_NV = 0x864F; private NVDepthClamp() {} }




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