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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.
</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]. See [page:DepthTexture DepthTexture.type] 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]. The following are options and how they map to internal
gl depth format types depending on the stencil format, as well:
[page:Textures THREE.UnsignedIntType] -- Uses DEPTH_COMPONENT24 or DEPTH24_STENCIL8 internally.<br />
[page:Textures THREE.FloatType] -- Uses DEPTH_COMPONENT32F or DEPTH32F_STENCIL8 internally.<br />
[page:Textures THREE.UnsignedShortType] -- Uses DEPTH_COMPONENT16 internally. Stencil buffer is unsupported when using this type.<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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