DepthTexture constructor

DepthTexture(
  1. int width,
  2. int height, [
  3. int? type,
  4. int? mapping,
  5. int? wrapS,
  6. int? wrapT,
  7. int? magFilter,
  8. int? minFilter,
  9. int? anisotropy,
  10. int? format,
])

width - width of the texture.

height - height of the texture.

type - Default is UnsignedIntType when using DepthFormat and UnsignedInt248Type when using DepthStencilFormat. See type constants for other choices.

mapping - See mapping mode constants for details.

wrapS - The default is ClampToEdgeWrapping. See wrap mode constants for other choices.

wrapT - The default is ClampToEdgeWrapping. See wrap mode constants for other choices.

magFilter - How the texture is sampled when a texel covers more than one pixel. The default is NearestFilter. See magnification filter constants for other choices.

minFilter - How the texture is sampled when a texel covers less than one pixel. The default is NearestFilter. See minification filter constants for other choices.

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.

format - must be either DepthFormat (default) or DepthStencilFormat. See format constants for details.

Implementation

DepthTexture(
  int width,
  int height,
  [
    int? type,
    int? mapping,
    int? wrapS,
    int? wrapT,
    int? magFilter,
    int? minFilter,
    int? anisotropy,
    int? format
  ]
):super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  isDepthTexture = true;
  format = format ?? DepthFormat;

  if (format != DepthFormat && format != DepthStencilFormat) {
    throw ('DepthTexture format must be either DepthFormat or DepthStencilFormat');
  }

  if (type == null && format == DepthFormat) type = UnsignedShortType;
  if (type == null && format == DepthStencilFormat) type = UnsignedInt248Type;

  image = ImageElement(width: width, height: height);

  this.magFilter = magFilter ?? NearestFilter;
  this.minFilter = minFilter ?? NearestFilter;

  flipY = false;
  generateMipmaps = false;
}