Texture →
DepthTexture
This class can be used to automatically save the depth information of a rendering into a texture. When using a WebGL 1 rendering context, DepthTexture requires support for the WEBGL_depth_texture extension.
Examples
[example:webgl_depth_texture depth / texture]
Constructor
DepthTexture
function DepthTexture( width: Number, height: Number, type: Constant, mapping:
Constant, wrapS: Constant, wrapT: Constant, magFilter: Constant, minFilter:
Constant, anisotropy: Number, format: Constant ): void;
width -- width of the texture.
height -- height of the texture.
type -- Default is THREE.UnsignedIntType
when using DepthFormat and
THREE.UnsignedInt248Type when using
DepthStencilFormat. See type
constants for other choices.
mapping -- See mapping mode constants for
details.
wrapS -- The default is
THREE.ClampToEdgeWrapping. See wrap mode
constants for other choices.
wrapT -- The default is
THREE.ClampToEdgeWrapping. See wrap mode
constants for other choices.
magFilter -- How the texture is sampled when a texel covers more than one
pixel. The default is THREE.NearestFilter. See
magnification filter constants for other
choices.
minFilter -- How the texture is sampled when a texel covers less than one
pixel. The default is THREE.NearestFilter. See
minification filter constants for other choices.
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 renderer.getMaxAnisotropy() to find
the maximum valid anisotropy value for the GPU; this value is usually a power
of 2.
format -- must be either DepthFormat
(default) or DepthStencilFormat. See format
constants for details.
Properties
See the base Texture class for common properties - the following are also part of the texture class, but have different defaults here.
format
Either DepthFormat (default) or DepthStencilFormat. See format constants for details.
type
Default is THREE.UnsignedIntType when using DepthFormat and THREE.UnsignedInt248Type when using DepthStencilFormat. See format constants for details.
magFilter
How the texture is sampled when a texel covers more than one pixel. The default is THREE.NearestFilter. See magnification filter constants for other choices.
minFilter
How the texture is sampled when a texel covers less than one pixel. The default is THREE.NearestFilter. See magnification filter constants for other choices.
flipY
Depth textures do not need to be flipped so this is false by default.
.generateMipmaps
Depth textures do not use mipmaps.
isDepthTexture
isDepthTexture: Boolean;
Read-only flag to check if a given object is of type DepthTexture.
compareFunction
compareFunction: number;
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.
See the texture constants page for details of other functions.
Methods
See the base Texture class for common methods.