WebGLRenderingContext.depthRange()

The WebGLRenderingContext.depthRange() method of the WebGL API specifies the depth range mapping from normalized device coordinates to window or viewport coordinates.

Syntax

void gl.depthRange(zNear, zFar);

Parameters

zNear
A GLclampf specifying the mapping of the near clipping plane to window or viewport coordinates. Clamped to the range 0 to 1 and must be less than or equal to zFar. The default value is 0.
zFar
A GLclampf specifying the mapping of the far clipping plane to window or viewport coordinates. Clamped to the range 0 to 1. The default value is 1.

Return value

None.

Examples

gl.depthRange(0.2, 0.6);

To check the current depth range, query the DEPTH_RANGE constant which returns a Float32Array

gl.getParameter(gl.DEPTH_RANGE);
// Float32Array[0.2, 0.6]

Specifications

Specification Status Comment
WebGL 1.0
The definition of 'depthRange' in that specification.
Recommendation Initial definition. Unlike OpenGL, WebGL requires zNear and zFar values to be clamped to the range 0 to 1. Additionally, zNear must be less than or equal to zFar.
OpenGL ES 2.0
The definition of 'glDepthRangef' in that specification.
Standard Man page of the OpenGL API.

Browser compatibility

DesktopMobile
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidFirefox for AndroidOpera for AndroidSafari on iOSSamsung Internet
depthRangeChrome Full support 9Edge Full support 12Firefox Full support 4IE Full support 11Opera Full support 12Safari Full support 5.1WebView Android Full support YesChrome Android Full support 25Firefox Android Full support YesOpera Android Full support 12Safari iOS Full support 8Samsung Internet Android Full support 1.5

Legend

Full support
Full support

See also