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The most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.
/*
* 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() {}
}