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							121 lines
						
					
					
						
							4.5 KiB
						
					
					
				
								<!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 rendering into a texture.
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										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.
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										</p>
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										<h2>Examples</h2>
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										<p>
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											[example:webgl_depth_texture depth / texture]
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										</p>
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										<h2>Constructor</h2>
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										<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>
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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] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
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										See [page:Textures type constants] for other choices.<br />
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										[page:Constant mapping] --
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										See [page:Textures mapping mode constants] for 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 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 other choices.<br />
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										[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
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										The default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.<br />
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										[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
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										The default is [page:Textures THREE.NearestFilter]. See [page:Textures minification filter constants] for other choices.<br />
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										[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
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										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.
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										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 />
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										[page:Constant format] -- must be 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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										<h2>Properties</h2>
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										<p>
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										See the base [page:Texture Texture] class for common properties
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										- the following are also part of the texture class, but have different defaults 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] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [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.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.
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											The default is [page:Textures THREE.NearestFilter].
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										  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.
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										The default is [page:Textures THREE.NearestFilter].
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										See [page:Textures magnification filter constants] 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>
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										Depth textures do not use mipmaps.
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										</p>
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										<h3>[property:Boolean isDepthTexture]</h3>
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										<p>
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											Read-only flag to check if a given object is of type [name].
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										</p>
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										<h2>Methods</h2>
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										<p>
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										See the base [page:Texture Texture] class for common methods.
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										</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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