提交 bb770301 编写于 作者: L Lewy Blue 提交者: Mr.doob

Created documentation for DepthTexture (#10017)

* Created documentation for DepthTexture

* pulled upstream

* added missing comma to docs/list.js
上级 e13e90aa
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[page:Texture] &rarr;
<h1>[name]</h1>
<div class="desc">
Creates a texture for use as a Depth Texture. Require support for the
<a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/">WEBGL_depth_texture</a>
extension. According to <a href="https://webglstats.com/">WebGLStats</a>, as of February 2016 around 85%
of WebGL enabled devices support this.
<br /><br />
</div>
<h2>Example</h2>
[example:webgl_depth_texture depth / texture]
<h2>Constructor</h2>
<h3>[name]( [page:Number width], [page:Number height], [page:Constant type], [page:Constant wrapS], [page:Constant wrapT], [page:Constant magFilter], [page:Constant minFilter], [page:Number anisotropy], [page:Constant format] )</h3>
<div>
[page:Number width] -- width of the texture.<br />
[page:Number height] -- height of the texture.<br />
[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType].
See [page:Textures type constants] for other choices.<br />
[page:Constant mapping] --
See [page:Textures type constants] for details.<br />
[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
See [page:Textures wrap mode constants] for other choices.<br />
[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.<br />
[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.<br />
[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.<br />
[page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
See [page:Textures format constants] for details.<br />
</div>
<h2>Properties</h2>
<div>
See the base [page:Texture Texture] class for common properties
- the following are also part of the texture class, but have different defaults here.
</div>
<h3>[page:Texture.format .format]</h3>
<div>
Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
See [page:Textures format constants] for details.<br />
</div>
<h3>[page:Texture.type .type]</h3>
<div>
Default is [page:Textures THREE.UnsignedShortType].
See [page:Textures format constants] for details.<br />
</div>
<h3>[page:Texture.magFilter .magFilter]</h3>
<div>
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.
</div>
<h3>[page:Texture.minFilter .minFilter]</h3>
<div>
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.
</div>
<h3>[page:Texture.flipY .flipY]</h3>
<div>
Depth textures do not need to be flipped so this is *false* by default.
</div>
<h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
<div>
Depth textures do not use mipmaps.
</div>
<h2>Methods</h2>
<div>
See the base [page:Texture Texture] class for common methods.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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......@@ -201,6 +201,7 @@ var list = {
[ "CompressedTexture", "api/textures/CompressedTexture" ],
[ "CubeTexture", "api/textures/CubeTexture" ],
[ "DataTexture", "api/textures/DataTexture" ],
[ "DepthTexture", "api/textures/DepthTexture" ],
[ "Texture", "api/textures/Texture" ],
[ "VideoTexture", "api/textures/VideoTexture" ]
],
......
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