how does glDepthRange work?

My vertex cords are :


GLfloat vertices[]=
    {
        0.5f,0.5f,0.5f,                                   
        -0.5f,0.5f,0.5f,
        -0.5f,-0.5f,0.5f,
        0.5f,-0.5f,0.5f,//face 1

        0.5f,-0.5f,-0.5f,
        -0.5f,-0.5f,-0.5f,
        -0.5f,0.5f,-0.5f,
        0.5f,0.5f,-0.5f,//face 2

        0.5f,0.5f,0.5f,
        0.5f,-0.5f,0.5f,
        0.5f,-0.5f,-0.5f,
        0.5f,0.5f,-0.5f,//face 3                

        -0.5f,0.5f,0.5f,
        -0.5f,0.5f,-0.5f,
        -0.5f,-0.5f,-0.5f,
        -0.5f,-0.5f,0.5f,//face 4

        0.5f,0.5f,0.5f,
        0.5f,0.5f,-0.5f,
        -0.5f,0.5f,-0.5f,
        -0.5f,0.5f,0.5f,//face 5

        -0.5f,-0.5f,0.5f,
        -0.5f,-0.5f,-0.5f,
        0.5f,-0.5f,-0.5f,
        0.5f,-0.5f,0.5f//face 6     

    };

now, i am changing z cords by:


for(int i=0;i<24;i++)
    vertices[i*3+2]*=10
glDepthRange(0,10.0);


Now, i am expecting that z cords will be mapped to -0.5 to 0.5 range due to glDepthRange call and i can see a proper cube, but it gives o/p as that of when i comment glDepthRange call above with distorted geometry.

I would assume depthrange would only work between the values of 0 - 1

It set the linear tranformation from NDC to the z-buffer - and yes it is in the range 0-1. Do not confuse this with near and far planes of the projection matrix.

How can i simulate the above effect? by giving coords > 1 i want to scale that to 0-1…

By definition NDC is in the range -1 to +1, the z value is thenglRangeDepth is applied; so you can’t have a coordinate > 1.
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