WebGL2RenderingContext: compressedTexSubImage3D() method
The WebGL2RenderingContext.compressedTexSubImage3D()
method of the WebGL API specifies a
three-dimensional sub-rectangle for a texture image in a compressed format.
Syntax
js
compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, offset)
compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, srcData)
compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, srcData, srcOffset)
compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, srcData, srcOffset, srcLengthOverride)
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 n-th mipmap reduction level. xoffset-
A
GLintspecifying the x offset within the compressed texture image. yoffset-
A
GLintspecifying the y offset within the compressed texture image. zoffset-
A
GLintspecifying the z offset within the compressed 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 compressed image format. Possible values:gl.COMPRESSED_R11_EACgl.COMPRESSED_SIGNED_R11_EACgl.COMPRESSED_RG11_EACgl.COMPRESSED_SIGNED_RG11_EACgl.COMPRESSED_RGB8_ETC2gl.COMPRESSED_RGBA8_ETC2_EACgl.COMPRESSED_SRGB8_ETC2gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EACgl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
imageSize-
A
GLintspecifying the number of bytes to read from the buffer bound togl.PIXEL_UNPACK_BUFFER. offset-
A
GLintspecifying the offset in bytes from which to read from the buffer bound togl.PIXEL_UNPACK_BUFFER. srcData-
A
TypedArrayor aDataViewobject that will be used as a data store for the compressed image data in memory.
Return value
None (undefined).
Examples
js
gl.compressedTexSubImage3D(
gl.TEXTURE_3D,
0,
0,
0,
512,
512,
512,
gl.COMPRESSED_R11_EAC,
textureData
);
Specifications
| Specification |
|---|
| WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser