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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 | 1x | import WebGLConstants from "../Core/WebGLConstants.js";
/**
* Determines the function used to compare two depths for the depth test.
*
* @enum {number}
*/
const DepthFunction = {
/**
* The depth test never passes.
*
* @type {number}
* @constant
*/
NEVER: WebGLConstants.NEVER,
/**
* The depth test passes if the incoming depth is less than the stored depth.
*
* @type {number}
* @constant
*/
LESS: WebGLConstants.LESS,
/**
* The depth test passes if the incoming depth is equal to the stored depth.
*
* @type {number}
* @constant
*/
EQUAL: WebGLConstants.EQUAL,
/**
* The depth test passes if the incoming depth is less than or equal to the stored depth.
*
* @type {number}
* @constant
*/
LESS_OR_EQUAL: WebGLConstants.LEQUAL,
/**
* The depth test passes if the incoming depth is greater than the stored depth.
*
* @type {number}
* @constant
*/
GREATER: WebGLConstants.GREATER,
/**
* The depth test passes if the incoming depth is not equal to the stored depth.
*
* @type {number}
* @constant
*/
NOT_EQUAL: WebGLConstants.NOTEQUAL,
/**
* The depth test passes if the incoming depth is greater than or equal to the stored depth.
*
* @type {number}
* @constant
*/
GREATER_OR_EQUAL: WebGLConstants.GEQUAL,
/**
* The depth test always passes.
*
* @type {number}
* @constant
*/
ALWAYS: WebGLConstants.ALWAYS,
};
export default Object.freeze(DepthFunction);
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