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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 WGL_EXT_depth_float extension.
 * 
 * 

For perspective scenes, the density of objects (vertices) increases as the distance from the eye increases. For a linear depth buffer, this means that * objects (vertices) are sparse for a large portion of the depth range and are dense for a small portion of the depth buffer.

* *

This behavior is obvious if you consider standing in a boat looking at the shore. The near objects include only the boat while the far objects include * the entire shoreline which may include an entire city.

* *

A non-linear (floating-point) depth buffer helps this problem. If the near clipping plane is set to 1.0, and the far clipping plane is set to 0.0, a * much greater resolution of objects can occur.

*/ public final class WGLEXTDepthFloat { /** Accepted by the {@code attribute} parameter of wglGetPixelFormatAttribivEXT, wglGetPixelFormatAttribfvEXT, and wglChoosePixelFormatExEXT. */ public static final int WGL_DEPTH_FLOAT_EXT = 0x2040; private WGLEXTDepthFloat() {} }




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