WebGL2RenderingContext: texSubImage3D() method
The WebGL2RenderingContext.texSubImage3D() method of the
WebGL API specifies a sub-rectangle of the
current texture.
Syntax
js
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, offset)
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, srcData)
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, 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 n-th 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_ALPHA8gl.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:
Uint8Array(must be used iftypeisgl.UNSIGNED_BYTE)-
Uint16Array(must 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) Float32Array(must be used iftypeisgl.FLOAT)ImageBitmapImageDataHTMLImageElementHTMLCanvasElementHTMLVideoElement
srcData-
A
TypedArrayor aDataViewobject. 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 (undefined).
Examples
js
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