WebGL2RenderingContext.texSubImage3D()
The WebGL2RenderingContext.texSubImage3D()
method of the
WebGL API specifies a sub-rectangle of the
current texture.
Syntax
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ArrayBufferView? srcData, optional srcOffset);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageBitmap? pixels);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageData? pixels);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLImageElement? pixels);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLCanvasElement? pixels);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLVideoElement? pixels);
void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, GLintptr offset);
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.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.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
ImageBitmap
,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, image.width, image.height, 1, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specifications
Specification |
---|
WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser