WebGL2RenderingContext: texImage3D() method
The WebGLRenderingContext.texImage3D() method of the WebGL API specifies a three-dimensional
texture image.
Syntax
texImage3D(target, level, internalformat, width, height, depth, border, format, type, offset)
texImage3D(target, level, internalformat, width, height, depth, border, format, type, source)
texImage3D(target, level, internalformat, width, height, depth, border, format, type, srcData)
texImage3D(target, level, internalformat, width, height, depth, border, 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. internalformat-
A
GLintspecifying the color components in the texture. 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.SRGB8_ALPHA8gl.RGB5_A1gl.RGBA4444gl.RGBA16Fgl.RGBA32Fgl.RGBA8UI
-
width-
A
GLsizeispecifying the width of the texture. height-
A
GLsizeispecifying the height of the texture. depth-
A
GLsizeispecifying the depth of the texture. border-
A
GLintspecifying the width of the border. Must be 0. format-
A
GLenumspecifying the format of the texel data. The correct combinations withinternalformatare listed in this table. 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)
source-
One of the following objects can be used as a pixel source for the texture:
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
gl.texImage3D(
gl.TEXTURE_3D,
0, // level
gl.RGBA, // internalFormat
1, // width
1, // height
1, // depth
0, // border
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
new Uint8Array([0xff, 0x00, 0x00, 0x00]),
); // data
Specifications
| Specification |
|---|
| WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser