Clamping (graphics)

Clamping (graphics)

In computer graphics, clamping is the process of limiting a position to an area. Unlike wrapping, clamping merely moves the point to the nearest available value.
To put clamping into perspective, pseudocode for clamping is:

 function clamp(X, Min, Max:Real):Real;
 if X > Max then
   X := Max;
 if X < Min then
   X := Min;
 return X;

In JavaScript:

 function clamp(value, min, max) {
   return Math.min(Math.max(value, min), max);

A faster[1] one in JavaScript using ternary operators:

 function clamp(value, min, max) {
   return value < min ? min : value > max ? max : value;

C and C++: (int can be changed into any other datatype):

 int clamp(int X, int Min, int Max)
   if( X > Max )
     X = Max;
   else if( X < Min )
     X = Min;
   return X;


 int clamp(int X, int Min, int Max) {
   return ( X > Max ) ? Max : ( X < Min ) ? Min : X;


 int clamp(int X, int Min, int Max)
   if ( X > Max ) return Max;
   if ( X < Min ) return Min;
   return X;

or, using templates to cover all data types (C++ only)

 template<typename T>
 T clamp(T Value, T Min, T Max)
    return (Value < Min)? Min : (Value > Max)? Max : Value;


One of the many uses of clamping in computer graphics is the placing of a detail inside a polygon—for example, a bullethole on a wall. It can also be used with wrapping to create a variety of effects.

Can also mean clamped to a certain value. For example, in OpenGL, the glClearColor takes a GLclampf value which is a gl float value 'clamped' to the range [0,1].


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