[page:Texture] →

[name]

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.

Examples

[example:webgl_depth_texture depth / texture]

Constructor

[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )

[page:Number width] -- width of the texture.
[page:Number height] -- height of the texture.
[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat]. See [page:Textures type constants] for other choices.
[page:Constant mapping] -- See [page:Textures mapping mode constants] for details.
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. See [page:Textures wrap mode constants] for other choices.
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping]. See [page:Textures wrap mode constants] for other choices.
[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.
[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.
[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.
[page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat]. See [page:Textures format constants] for details.

Properties

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

[page:Texture.format .format]

Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat]. See [page:Textures format constants] for details.

[page:Texture.type .type]

Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat]. See [page:Textures format constants] for details.

[page:Texture.magFilter .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.

[page:Texture.minFilter .minFilter]

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.

[page:Texture.flipY .flipY]

Depth textures do not need to be flipped so this is *false* by default.

[page:Texture.generateMipmaps .generateMipmaps]

Depth textures do not use mipmaps.

Methods

See the base [page:Texture Texture] class for common methods.

Source

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