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The glDepthRangedNV() and glClearDepthdNV() behave differently from glDepthRange() and glClearDepth() -- they don't clamp. There doesn't seem to be any change in recent GL related to this, so this extension is still valuable for improving depth buffer precision. Or, alternatively, it's possible to use the glClipControl() API from GL 4.5 to achieve the same.pull/601/head
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