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Home/ Questions/Q 7016695
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T22:49:07+00:00 2026-05-27T22:49:07+00:00

If I perform #define SCREEN_SIZE 512 glEnable(GL_DEPTH_TEST); glViewport(0, 0, SCREEN_SIZE, SCREEN_SIZE); Does this make

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If I perform

#define SCREEN_SIZE 512
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, SCREEN_SIZE, SCREEN_SIZE);

Does this make my depth buffer size SCREEN_SIZE x SCREEN_SIZE?

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  1. Editorial Team
    Editorial Team
    2026-05-27T22:49:08+00:00Added an answer on May 27, 2026 at 10:49 pm

    Does this make my depth buffer size SCREEN_SIZE x SCREEN_SIZE?

    No. The depth buffer is part of the window frame buffer. Usually such a window framebuffer consists of

    • front color plane
    • back color plane
    • depth buffer
    • stencil buffer

    All these planes have the same size, namely the size of the window on which the OpenGL context has been created on. The viewport just defines the subset of the window that will be mapped the [-1, 1] range of normalized device coordinates, i.e. it selects a part of the framebuffer which will be used as projection target. The viewport doesn’t even need to clip things “outside” the viewport range. If you need this, you must combine it with a scissor test.

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