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
GLenumspecifying 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
GLintspecifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level. internalformat-
A
GLintspecifying 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.R8gl.R16Fgl.R32Fgl.R8UIgl.RG8gl.RG16Fgl.RG32Fgl.RGUIgl.RGB8gl.SRGB8gl.RGB565gl.R11F_G11F_B10Fgl.RGB9_E5gl.RGB16Fgl.RGB32Fgl.RGB8UIgl.RGBA8gl.SRGB8_ALPHA8gl.RGB5_A1gl.RGBA4444gl.RGBA16Fgl.RGBA32Fgl.RGBA8UI
-
width-
A
GLsizeispecifying the width of the texture. height-
A
GLsizeispecifying the height of the texture. depth-
A
GLsizeispecifying the depth of the texture. border-
A
GLintspecifying the width of the border. Must be 0. format-
A
GLenumspecifying the format of the texel data. The correct combinations withinternalformatare listed in this table. type-
A
GLenumspecifying the data type of the texel data. Possible values:gl.UNSIGNED_BYTE: 8 bits per channel forgl.RGBAgl.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.BYTEgl.UNSIGNED_SHORTgl.SHORTgl.UNSIGNED_INTgl.INTgl.HALF_FLOATgl.FLOATgl.UNSIGNED_INT_2_10_10_10_REVgl.UNSIGNED_INT_10F_11F_11F_REVgl.UNSIGNED_INT_5_9_9_9_REVgl.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
GLintptrbyte offset into theWebGLBuffer's data store. Used to upload data to the currently boundWebGLTexturefrom theWebGLBufferbound to thePIXEL_UNPACK_BUFFERtarget.
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