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140 lines
4.9 KiB
HTML
140 lines
4.9 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Texture] →
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<h1>[name]</h1>
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<p class="desc">
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This class can be used to automatically save the depth information of a
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rendering into a texture.
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</p>
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<h2>Examples</h2>
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<p>[example:webgl_depth_texture depth / texture]</p>
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<h2>Constructor</h2>
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<h3>
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[name]( [param:Number width], [param:Number height], [param:Constant type],
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[param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT],
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[param:Constant magFilter], [param:Constant minFilter],
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[param:Number anisotropy], [param:Constant format] )
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</h3>
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<p>
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[page:Number width] -- width of the texture.<br />
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[page:Number height] -- height of the texture.<br />
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[page:Constant type] -- Default is [page:Textures THREE.UnsignedIntType]. See [page:DepthTexture DepthTexture.type] for other choices.<br />
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[page:Constant mapping] -- See [page:Textures mapping mode constants] for
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details.<br />
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[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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See [page:Textures wrap mode constants] for
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other choices.<br />
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[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
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See [page:Textures wrap mode constants] for
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other choices.<br />
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[page:Constant magFilter] -- How the texture is sampled when a texel
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covers more than one pixel. The default is [page:Textures THREE.NearestFilter].
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See [page:Textures magnification filter constants]
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for other choices.<br />
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[page:Constant minFilter] -- How the texture is sampled when a texel
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covers less than one pixel. The default is [page:Textures THREE.NearestFilter].
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See [page:Textures minification filter constants]
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for other choices.<br />
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[page:Number anisotropy] -- The number of samples taken along the axis
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through the pixel that has the highest density of texels. By default, this
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value is `1`. A higher value gives a less blurry result than a basic mipmap,
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at the cost of more texture samples being used. Use
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[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
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the maximum valid anisotropy value for the GPU; this value is usually a
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power of 2.<br />
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[page:Constant format] -- must be either [page:Textures DepthFormat]
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(default) or [page:Textures DepthStencilFormat]. See [page:Textures format constants] for details.<br />
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</p>
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<h2>Properties</h2>
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<p>
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See the base [page:Texture Texture] class for common properties - the
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following are also part of the texture class, but have different defaults
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here.
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</p>
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<h3>[page:Texture.format format]</h3>
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<p>
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Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
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See [page:Textures format constants] for details.<br />
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</p>
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<h3>[page:Texture.type type]</h3>
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<p>
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Default is [page:Textures THREE.UnsignedIntType]. The following are options and how they map to internal
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gl depth format types depending on the stencil format, as well:
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[page:Textures THREE.UnsignedIntType] -- Uses DEPTH_COMPONENT24 or DEPTH24_STENCIL8 internally.<br />
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[page:Textures THREE.FloatType] -- Uses DEPTH_COMPONENT32F or DEPTH32F_STENCIL8 internally.<br />
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[page:Textures THREE.UnsignedShortType] -- Uses DEPTH_COMPONENT16 internally. Stencil buffer is unsupported when using this type.<br />
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</p>
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<h3>[page:Texture.magFilter magFilter]</h3>
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<p>
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How the texture is sampled when a texel covers more than one pixel. The
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default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.
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</p>
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<h3>[page:Texture.minFilter minFilter]</h3>
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<p>
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How the texture is sampled when a texel covers less than one pixel. The
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default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants]
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for other choices.
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</p>
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<h3>[page:Texture.flipY flipY]</h3>
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<p>
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Depth textures do not need to be flipped so this is `false` by default.
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</p>
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<h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
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<p>Depth textures do not use mipmaps.</p>
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<h3>[property:Boolean isDepthTexture]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h3>[property:number compareFunction]</h3>
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<p>
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This is used to define the comparison function used when comparing texels in the depth texture to the value in the depth buffer.
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Default is `null` which means comparison is disabled.<br /><br/>
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See the [page:Textures texture constants] page for details of other functions.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Texture Texture] class for common methods.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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