In the 4.2 spec the definition of glDepthRange was changed tofrom previousvoid DepthRange( double n, double f );with the wording changed to "If a ﬁxed-point representation is used, the parameters n and f are clamped to the range [0; 1] when computing zw."void DepthRange( clampd n, clampd f );
So I expected it to behave like glDepthRangedNV that explicitly states that the values of n and f are not clamped. However, with glDepthRange with 4.2 core context and 306.97 NV drivers I'm reading back clamped values. Am I doing something wrong or have I read the spec incorrectly, assuming that with the floating point representation (of depth buffer) n and f would not be clamped?