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
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. xoffset-
A
GLintspecifying the x offset within the texture image. yoffset-
A
GLintspecifying the y offset within the texture image. zoffset-
A
GLintspecifying the z offset within the texture image. width-
A
GLsizeispecifying the width of the texture. height-
A
GLsizeispecifying the height of the texture. depth-
A
GLsizeispecifying the depth of the texture. format-
A
GLenumspecifying 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.R8gl.R16Fgl.R32Fgl.R8UIgl.RG8gl.RG16Fgl.RG32Fgl.RGUIgl.RGB8gl.SRGB8gl.RGB565gl.R11F_G11F_B10Fgl.RGB9_E5gl.RGB16Fgl.RGB32Fgl.RGB8UIgl.RGBA8gl.SRGB_APLHA8gl.RGB5_A1gl.RGBA4444gl.RGBA16Fgl.RGBA32Fgl.RGBA8UI
-
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)
pixels-
One of the following objects can be used as a pixel source for the texture:
ArrayBufferView,-
A
Uint8Arraymust be used iftypeisgl.UNSIGNED_BYTE. -
A
Uint16Arraymust be used iftypeis 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
Float32Arraymust be used iftypeisgl.FLOAT.
-
A
ImageBitmap,ImageData,HTMLImageElement,HTMLCanvasElement,HTMLVideoElement.
- 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.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
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