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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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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.opengles;

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

Due to the perspective divide, conventional integer Z-buffers have a hyperbolic distribution of encodings between the near plane and the far plane. * This can result in inaccurate depth testing, particularly when the number of depth buffer bits is small and objects are rendered near the far plane.

* *

Particularly when the number of depth buffer bits is limited (desirable and/or required in low-memory environments), artifacts due to this loss of * precision may occur even with relatively modest far plane-to-near plane ratios (e.g., greater than 100:1).

* *

Many attempts have been made to provide alternate encodings for Z-buffer (or alternate formulations for the stored depth) to reduce the artifacts * caused by perspective division, such as W-buffers, Z-complement buffers and floating-point 1-Z buffers.

* *

This extension adds a non-linear encoded Z buffer to OpenGL, which can improve the practically useful range of, e.g. 16-bit depth buffers by up to a * factor of 16, greatly improving depth test quality in applications where the ratio between the near and far planes can not be as tightly controlled.

*/ public final class NVDepthNonlinear { /** Accepted as a valid sized internal format by all functions accepting sized internal formats with a base format of DEPTH_COMPONENT. */ public static final int GL_DEPTH_COMPONENT16_NONLINEAR_NV = 0x8E2C; private NVDepthNonlinear() {} }




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