Create a new instance of DepthTexture
Width of the texture.
Height of the texture.
Optional
type: TextureDataTypeSee .type. Default THREE.UnsignedByteType or THREE.UnsignedInt248Type
Optional
mapping: MappingSee .mapping. Default THREE.Texture.DEFAULT_MAPPING
Optional
wrapS: WrappingSee .wrapS. Default THREE.ClampToEdgeWrapping
Optional
wrapT: WrappingSee .wrapT. Default THREE.ClampToEdgeWrapping
Optional
magFilter: MagnificationTextureFilterSee .magFilter. Default THREE.NearestFilter
Optional
minFilter: MinificationTextureFilterSee .minFilter. Default THREE.NearestFilter
Optional
anisotropy: numberSee .anisotropy. Default THREE.Texture.DEFAULT_ANISOTROPY
Optional
format: DepthTexturePixelFormatSee .format. Default THREE.DepthFormat
The number of samples taken along the axis through the pixel that has the highest density of texels.
A higher value gives a less blurry result than a basic mipmap, at the cost of more Texture samples being used.
value of THREE.Texture.DEFAULT_ANISOTROPY. That is normally 1
.
The point around which rotation occurs.
Lets you select the uv attribute to map the texture to. 0
for uv
, 1
for uv1
, 2
for uv2
and 3
for
uv3
.
The Textures | {@link Texture constants} page for details of other color spaces.
Textures containing color data should be annotated with THREE.SRGBColorSpace or THREE.LinearSRGBColorSpace.
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 THREE.TextureComparisonFunction for functions.
The Textures | {@link Texture constants} page for details of other formats.
Values of encoding !== THREE.LinearEncoding are only supported on map, envMap and emissiveMap.
Use .colorSpace in three.js r152+.
Depth textures do not use mipmaps.
Readonly
idUnique number for this Texture instance.
The GPU Pixel Format allows the developer to specify how the data is going to be stored on the GPU.
Readonly
isRead-only flag to check if a given object is of type DepthTexture.
Indicates whether a texture belongs to a render target or not
Readonly
isRead-only flag to check if a given object is of type Texture.
How the image is applied to the object.
All Texture types except THREE.CubeTexture expect the values be THREE.Mapping
value of THREE.Texture.DEFAULT_MAPPING
The uv-transform matrix for the texture.
When .matrixAutoUpdate property is true
.
Will be updated by the renderer from the properties:
Whether is to update the texture's uv-transform .matrix.
Array of user-specified mipmaps
Optional name of the object
Indicates whether this texture should be processed by THREE.PMREMGenerator or not.
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
If set to true
, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU.
Note that this property has no effect for ImageBitmap. You need to configure on bitmap creation instead. See ImageBitmapLoader.
How many times the texture is repeated across the surface, in each direction U and V.
If repeat is set greater than 1
in either direction, the corresponding Wrap parameter should
also be set to THREE.RepeatWrapping or THREE.MirroredRepeatWrapping to achieve the desired tiling effect.
How much the texture is rotated around the center point, in radians.
The data definition of a texture. A reference to the data source can be shared across textures. This is often useful in context of spritesheets where multiple textures render the same data but with different Texture transformations.
THREE.UnsignedInt248Type when .format === THREE.DepthStencilFormat
Specifies the alignment requirements for the start of each pixel row in memory.
The allowable values are:
1
(byte-alignment)2
(rows aligned to even-numbered bytes)4
(word-alignment)8
(rows start on double-word boundaries).glPixelStorei for more information.
An object that can be used to store custom data about the texture.
UUID of this object instance.
This starts at 0
and counts how many times .needsUpdate is set to true
.
This defines how the Texture is wrapped horizontally and corresponds to U in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
This defines how the Texture is wrapped vertically and corresponds to V in UV mapping.
for WEBGL1 - tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. This is a limitation of WebGL1, not three.js. WEBGL2 does not have this limitation.
Static
DEFAULT_The Global default value for .anisotropy.
Static
DEFAULT_The Global default value for .image.
Static
DEFAULT_The Global default value for .mapping.
Overridden with a record type holding width and height.
An image object, typically created using the TextureLoader.load() method.
Set this to true
to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Fire an event type.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Convert the texture to three.js JSON Object/Scene format.
Optional
meta: string | {}Optional object containing metadata.
This class can be used to automatically save the depth information of a rendering into a texture
Remarks
When using a WebGL1 rendering context, DepthTexture requires support for the WEBGL_depth_texture extension.
See