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
GLenum
specifying 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
GLenum
specifying 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
WebGLTexture
object whose image to attach. level
-
A
GLint
specifying the mipmap level of the texture image to attach. layer
-
A
GLint
specifying 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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