constructor(width,height,type=UnsignedIntType,mapping,wrapS,wrapT,magFilter=NearestFilter,minFilter=NearestFilter,anisotropy,format=DepthFormat){if(format!==DepthFormat&&format!==DepthStencilFormat){throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');}super(null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */this.isDepthTexture=true;/**
		 * The image property of a depth texture just defines its dimensions.
		 *
		 * @type {{width:number,height:number}}
		 */this.image={width:width,height:height};/**
		 * If set to `true`, the texture is flipped along the vertical axis when
		 * uploaded to the GPU.
		 *
		 * Overwritten and set to `false` by default.
		 *
		 * @type {boolean}
		 * @default false
		 */this.flipY=false;/**
		 * Whether to generate mipmaps (if possible) for a texture.
		 *
		 * Overwritten and set to `false` by default.
		 *
		 * @type {boolean}
		 * @default false
		 */this.generateMipmaps=false;/**
		 * The depth compare function.
		 *
		 * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
		 * @default null
		 */this.compareFunction=null;}
Constructs a new depth texture.

@param {number} width - The width of the texture.
@param {number} height - The height of the texture.
@param {number} [type=UnsignedIntType] - The texture type.
@param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
@param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
@param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
@param {number} [magFilter=LinearFilter] - The mag filter value.
@param {number} [minFilter=LinearFilter] - The min filter value.
@param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
@param {number} [format=DepthFormat] - The texture format.