glDepthRangeIndexed
GlDepthRangeIndexed is a function in the OpenGL API that allows for the specification of different depth ranges for each index of a texture array. It is used to set the near and far clipping planes for the depth buffer, which controls how objects are rendered in the scene.
The function takes two parameters: the index of the texture array and a normalised vector that defines
When calling glDepthRangeIndexed, the values in the vector must be in Normalized Device Coordinate (NDC) space,
This function is typically used in fragment shaders to create custom depth ranges for a texture array.
In the fixed-function pipeline, it is not possible to use glDepthRangeIndexed directly, as the fixed pipeline