WebGL2RenderingContext.compressedTexSubImage3D()
The WebGL2RenderingContext.compressedTexSubImage3D()
method of the WebGL API specifies a
three-dimensional sub-rectangle for a texture image in a compressed format.
Syntax
// read from the buffer bound to gl.PIXEL_UNPACK_BUFFER
void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, offset);
void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, ArrayBufferView srcData, optional srcOffset, optional srcLengthOverride);
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 compressed texture image. yoffset
-
A
GLint
specifying the y offset within the compressed texture image. zoffset
-
A
GLint
specifying the z offset within the compressed 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 compressed image format. Possible values:gl.COMPRESSED_R11_EAC
gl.COMPRESSED_SIGNED_R11_EAC
gl.COMPRESSED_RG11_EAC
gl.COMPRESSED_SIGNED_RG11_EAC
gl.COMPRESSED_RGB8_ETC2
gl.COMPRESSED_RGBA8_ETC2_EAC
gl.COMPRESSED_SRGB8_ETC2
gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
imageSize
-
A
GLint
specifying the number of bytes to read from the buffer bound togl.PIXEL_UNPACK_BUFFER
. offset
-
A
GLint
specifying the offset in bytes from which to read from the buffer bound togl.PIXEL_UNPACK_BUFFER
. srcData
-
An
ArrayBufferView
that be used as a data store for the compressed image data in memory.
Return value
None.
Examples
gl.compressedTexSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 512, 512, 512, gl.COMPRESSED_R11_EAC, textureData);
Specifications
Specification |
---|
WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
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