WebGL2RenderingContext: framebufferTextureLayer() method
The WebGL2RenderingContext.framebufferTextureLayer()
method of the WebGL 2 API attaches a single
layer of a texture to a framebuffer.
This method is similar to WebGLRenderingContext.framebufferTexture2D(),
but only a given single layer of the texture level is attached to the attachment point.
Syntax
js
framebufferTextureLayer(target, attachment, texture, level, layer)
Parameters
target-
A
GLenumspecifying the binding point (target). Possible values:-
gl.FRAMEBUFFER: Collection buffer data storage of color, alpha, depth and stencil buffers used to render an image. gl.DRAW_FRAMEBUFFER: Equivalent togl.FRAMEBUFFER.gl.READ_FRAMEBUFFER: Used as a source for reading operations.
-
attachment-
A
GLenumspecifying the attachment point for thetexture. Possible values:-
gl.COLOR_ATTACHMENT{0-15}: Attaches the texture to one of the framebuffer's color buffers. -
gl.DEPTH_ATTACHMENT: Attaches the texture to the framebuffer's depth buffer. -
gl.STENCIL_ATTACHMENT: Attaches the texture to the framebuffer's stencil buffer. gl.DEPTH_STENCIL_ATTACHMENT: depth and stencil buffer.
-
texture-
A
WebGLTextureobject whose image to attach. level-
A
GLintspecifying the mipmap level of the texture image to attach. layer-
A
GLintspecifying the layer of the texture image to attach.
Return value
None (undefined).
Examples
js
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, 8);
Specifications
| Specification |
|---|
| WebGL 2.0 Specification # 3.7.4 |
Browser compatibility
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