WebGL2RenderingContext.texSubImage3D()
This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The WebGL2RenderingContext.texSubImage3D()
method of the WebGL API specifies a sub-rectangle of the current texture.
Syntax
void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>width</var>, <var>height</var>, <var>depth</var>, <var>format</var>, <var>type</var>, ArrayBufferView? <var>pixels</var>); void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>format</var>, <var>type</var>, ImageData? <var>pixels</var>); void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>format</var>, <var>type</var>, HTMLImageElement? <var>pixels</var>); void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>format</var>, <var>type</var>, HTMLCanvasElement? <var>pixels</var>); void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>format</var>, <var>type</var>, HTMLVideoElement? <var>pixels</var>); void <var>gl</var>.texImage3D(<var>target</var>, <var>level</var>, <var>xoffset</var>, <var>yoffset</var>, <var>zoffset</var>, <var>format</var>, <var>type</var>, GLintptr <var>offset</var>);
Parameters
target
- A
GLenum
specifying the binding point (target) of the active texture. Possible values:gl.TEXTURE_3D
: A three-dimensional texture.gl.TEXTURE_2D_ARRAY
: A two-dimensional array texture.
level
- A
GLint
specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level. xoffset
- A
GLint
specifying the x offset within the texture image. yoffset
- A
GLint
specifying the y offset within the texture image. zoffset
- A
GLint
specifying the z offset within the texture image. width
- A
GLsizei
specifying the width of the texture. height
- A
GLsizei
specifying the height of the texture. depth
- A
GLsizei
specifying the depth of the texture. format
- A
GLenum
specifying the format of the texel data. Possible values:gl.ALPHA
: Discards the red, green and blue components and reads the alpha component.gl.RGB
: Discards the alpha components and reads the red, green and blue components.gl.RGBA
: Red, green, blue and alpha components are read from the color buffer.gl.LUMINANCE
: Each color component is a luminance component, alpha is 1.0.gl.LUMINANCE_ALPHA
: Each component is a luminance/alpha component.gl.R8
gl.R16F
gl.
R32Fgl.R8UI
gl.RG8
gl.RG16F
gl.RG32F
gl.RGUI
gl.RGB8
gl.SRGB8
gl.RGB565
gl.R11F_G11F_B10F
gl.RGB9_E5
gl.RGB16F
gl.RGB32F
gl.RGB8UI
gl.RGBA8
gl.SRGB_APLHA8
gl.RGB5_A1
gl.RGBA4444
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
type
- A
GLenum
specifying the data type of the texel data. Possible values:gl.UNSIGNED_BYTE
: 8 bits per channel forgl.RGBA
gl.UNSIGNED_SHORT_5_6_5
: 5 red bits, 6 green bits, 5 blue bits.gl.UNSIGNED_SHORT_4_4_4_4
: 4 red bits, 4 green bits, 4 blue bits, 4 alpha bits.gl.UNSIGNED_SHORT_5_5_5_1
: 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.gl.BYTE
gl.UNSIGNED_SHORT
gl.SHORT
gl.UNSIGNED_INT
gl.INT
gl.HALF_FLOAT
gl.FLOAT
gl.UNSIGNED_INT_2_10_10_10_REV
gl.UNSIGNED_INT_10F_11F_11F_REV
gl.UNSIGNED_INT_5_9_9_9_REV
gl.UNSIGNED_INT_24_8
gl.FLOAT_32_UNSIGNED_INT_24_8_REV
(pixels must benull
)
pixels
- One of the following objects can be used as a pixel source for the texture:
ArrayBufferView
,- A
Uint8Array
must be used iftype
isgl.UNSIGNED_BYTE
. - A
Uint16Array
must be used iftype
is eithergl.UNSIGNED_SHORT_5_6_5
,gl.UNSIGNED_SHORT_4_4_4_4
,gl.UNSIGNED_SHORT_5_5_5_1
, orext.HALF_FLOAT_OES
. - A
Float32Array
must be used iftype
isgl.FLOAT
.
- A
ImageData
,HTMLImageElement
,HTMLCanvasElement
,HTMLVideoElement
.
- offset
- A
GLintptr
byte offset into theWebGLBuffer
's data store. Used to upload data to the currently boundWebGLTexture
from theWebGLBuffer
bound to thePIXEL_UNPACK_BUFFER
target. -
Return value
None.
Examples
gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 2.0 The definition of 'texSubImage3D' in that specification. |
Editor's Draft | Initial definition for WebGL. |
OpenGL ES 3.0 The definition of 'glTexSubImage2D' in that specification. |
Standard | Man page of the (similar) OpenGL ES 3.0 API. |
Browser compatibility
Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|---|
Basic support | No support [2] | No support | Nightly build [1] | No support | No support | No support |
Feature | Android | Chrome for Android | Firefox Mobile (Gecko) | Firefox OS | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|---|
Basic Support | No support | No support | No support | No support | No support | No support | No support |
[1] WebGL 2 is enabled by default in Firefox Nightly. To enable it in a release version of Firefox, set the preference webgl.enable-prototype-webgl2
to true
in about:config.
[2] To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis
.
See also
WebGLRenderingContext.createTexture()
WebGLRenderingContext.bindTexture()
WebGLRenderingContext.texImage2D()
WebGLRenderingContext.compressedTexImage2D()
WebGLRenderingContext.copyTexImage2D()
WebGLRenderingContext.getTexParameter()
License
© 2016 Mozilla Contributors
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-us/docs/web/api/webgl2renderingcontext/texsubimage3d