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.R32F
  • gl.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 with internalformat 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 for gl.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 be null)
source

One of the following objects can be used as a pixel source for the texture:

offset

A GLintptr byte offset into the WebGLBuffer's data store. Used to upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_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

See also