+ Creates a texture for use as a Depth Texture. Require support for the
+ WEBGL_depth_texture
+ extension. According to WebGLStats, as of February 2016 around 85%
+ of WebGL enabled devices support this.
+
+ [page:Number width] -- width of the texture.
+
+ [page:Number height] -- height of the texture.
+
+ [page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType].
+ See [page:Textures type constants] for other choices.
+
+ [page:Constant mapping] --
+ See [page:Textures type constants] for details.
+
+ [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
+ See [page:Textures wrap mode constants] for other choices.
+
+ [page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
+ See [page:Textures wrap mode constants] for other choices.
+
+ [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.
+
+ [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.
+
+ [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.
+
+ [page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
+ See [page:Textures format constants] for details.
+
+
+
+
+
Properties
+
+
+ See the base [page:Texture Texture] class for common properties
+ - the following are also part of the texture class, but have different defaults here.
+
+
+
[page:Texture.format .format]
+
+ Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
+ See [page:Textures format constants] for details.
+
+
+
[page:Texture.type .type]
+
+ Default is [page:Textures THREE.UnsignedShortType].
+ See [page:Textures format constants] for details.
+
+
+
[page:Texture.magFilter .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.
+
+
+
[page:Texture.minFilter .minFilter]
+
+ 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.
+
+
+
[page:Texture.flipY .flipY]
+
+ Depth textures do not need to be flipped so this is *false* by default.
+
+
+
[page:Texture.generateMipmaps .generateMipmaps]
+
+ Depth textures do not use mipmaps.
+
+
+
Methods
+
+
+ See the base [page:Texture Texture] class for common methods.
+