<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <base href="../../../" /> <script src="page.js"></script> <link type="text/css" rel="stylesheet" href="page.css" /> </head> <body> [page:Texture] → <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> </body> </html>