Problem with depth buffer in Texture [SOLVED]

Hi.

I am trying to render a 3d scene into a texture, but I have problems with the depth buffer. Please look at the picture: the black hexagon has been rendered onto a texture and rendered in s2d. And below is a green hexagon in a s3d (it displayed correctrly). But the black figure has a red outline only on the outside - it is bad.
Black and white edges i am drawing by h3d.scene.Graphics

Here is the code:
Be attention on marked line: if I write texSceneRT.depthBuffer = new Texture(200, 200); then black figure shape will disappear. Where i am mistaken?

class Stack extends Bitmap{
    public var texSceneRT: Texture;
    public var scene: StackScene;

    public function new(parent: Scene) {
        texSceneRT = new Texture( 200, 200, [Target]);
        texSceneRT.depthBuffer = null;     <<<<<<<<<<<<<<<<<<<<<<<<<!!!!!!!
        scene = new StackScene();
        super( h2d.Tile.fromTexture( texSceneRT ), parent);
    }

    public function update(dt: Float)
    {
        scene.update(dt);
        texSceneRT.clear( 0x0 );
        // Render 3d scene
        Game.instance.engine.pushTarget( texSceneRT );
        Game.instance.engine.clear(0, 1);
        scene.render(Game.instance.engine);
        Game.instance.engine.popTarget();
    }
}

If StackScene sent to App.setScene, then everything correctly.

P.S. I did it :sunglasses:

texSceneRT.depthBuffer = new Texture(200, 200, [], Depth24Stencil8);