WebGL2RenderingContext.texImage3D()
The WebGLRenderingContext.texImage3D()
method of the WebGL API specifies a three-dimensional
texture image.
Syntax
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, GLintptr offset);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLCanvasElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLImageElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLVideoElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ImageBitmap source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ImageData source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ArrayBufferView? srcData);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ArrayBufferView srcData, srcOffset);
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. internalformat
-
A
GLint
specifying the color components in the texture. 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.SRGB8_ALPHA8
gl.RGB5_A1
gl.RGBA4444
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
-
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. border
-
A
GLint
specifying the width of the border. Must be 0. format
-
A
GLenum
specifying the format of the texel data. The correct combinations withinternalformat
are listed in this table. 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
)
source
-
One of the following objects can be used as a pixel source for the texture:
- 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.texImage3D(gl.TEXTURE_3D,
0, // level
gl.RGBA, // internalFormat
1, // width
1, // height
1, // depth
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([0xff, 0x00, 0x00, 0x00])); // data
Specifications
Specification |
---|
WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser