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		[page:Texture] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			This class can be used to automatically save the depth information of a
			rendering into a texture. When using a WebGL 1 rendering context, [name]
			requires support for the
			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
		</p>

		<h2>Examples</h2>

		<p>[example:webgl_depth_texture depth / texture]</p>

		<h2>Constructor</h2>
		<h3>
			[name]( [param:Number width], [param:Number height], [param:Constant type], 
			[param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], 
			[param:Constant magFilter], [param:Constant minFilter],
			[param:Number anisotropy], [param:Constant format] )
		</h3>

		<p>
			[page:Number width] -- width of the texture.<br />

			[page:Number height] -- height of the texture.<br />

			[page:Constant type] -- Default is [page:Textures THREE.UnsignedIntType]
			when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] 
			when using [page:Textures DepthStencilFormat].
			See [page:Textures type constants] for other choices.<br />

			[page:Constant mapping] -- See [page:Textures mapping mode constants] for
			details.<br />

			[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. 
			See [page:Textures wrap mode constants] for
			other choices.<br />

			[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. 
			See [page:Textures wrap mode constants] for
			other choices.<br />

			[page:Constant magFilter] -- How the texture is sampled when a texel
			covers more than one pixel. The default is [page:Textures THREE.NearestFilter]. 
			See [page:Textures magnification filter constants]
			for other choices.<br />

			[page:Constant minFilter] -- How the texture is sampled when a texel
			covers less than one pixel. The default is [page:Textures THREE.NearestFilter]. 
			See [page:Textures minification filter constants]
			for other choices.<br />

			[page:Number anisotropy] -- The number of samples taken along the axis
			through the pixel that has the highest density of texels. By default, this
			value is `1`. A higher value gives a less blurry result than a basic mipmap,
			at the cost of more texture samples being used. Use
			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
			the maximum valid anisotropy value for the GPU; this value is usually a
			power of 2.<br />

			[page:Constant format] -- must be either [page:Textures DepthFormat]
			(default) or [page:Textures DepthStencilFormat]. See [page:Textures format constants] for details.<br />
		</p>

		<h2>Properties</h2>

		<p>
			See the base [page:Texture Texture] class for common properties - the
			following are also part of the texture class, but have different defaults
			here.
		</p>

		<h3>[page:Texture.format format]</h3>
		<p>
			Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat]. 
			See [page:Textures format constants] for details.<br />
		</p>

		<h3>[page:Texture.type type]</h3>
		<p>
			Default is [page:Textures THREE.UnsignedIntType] when using [page:Textures DepthFormat] 
			and [page:Textures THREE.UnsignedInt248Type] when using
			[page:Textures DepthStencilFormat]. See [page:Textures format constants]
			for details.<br />
		</p>

		<h3>[page:Texture.magFilter magFilter]</h3>
		<p>
			How the texture is sampled when a texel covers more than one pixel. The
			default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.
		</p>

		<h3>[page:Texture.minFilter minFilter]</h3>
		<p>
			How the texture is sampled when a texel covers less than one pixel. The
			default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] 
			for other choices.
		</p>

		<h3>[page:Texture.flipY flipY]</h3>
		<p>
			Depth textures do not need to be flipped so this is `false` by default.
		</p>

		<h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
		<p>Depth textures do not use mipmaps.</p>

		<h3>[property:Boolean isDepthTexture]</h3>
		<p>Read-only flag to check if a given object is of type [name].</p>

		<h3>[property:number compareFunction]</h3>
		<p>
		This is used to define the comparison function used when comparing texels in the depth texture to the value in the depth buffer. 
		Default is `null` which means comparison is disabled.<br /><br/>

		See the [page:Textures texture constants] page for details of other functions.
		</p>

		<h2>Methods</h2>

		<p>See the base [page:Texture Texture] class for common methods.</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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