WebGL2RenderingContext.texSubImage3D()

The WebGL2RenderingContext.texSubImage3D() method of the WebGL API specifies a sub-rectangle of the current texture.

Syntax

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ArrayBufferView? srcData, optional srcOffset);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageBitmap? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageData? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLImageElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLCanvasElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLVideoElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, GLintptr offset);

Parameters

target

A GLenum specifying 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 GLint specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level.

xoffset

A GLint specifying the x offset within the texture image.

yoffset

A GLint specifying the y offset within the texture image.

zoffset

A GLint specifying the z offset within the texture image.

width

A GLsizei specifying the width of the texture.

height

A GLsizei specifying the height of the texture.

depth

A GLsizei specifying the depth of the texture.

format

A GLenum specifying 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.R8
  • gl.R16F
  • gl.R32F
  • gl.R8UI
  • gl.RG8
  • gl.RG16F
  • gl.RG32F
  • gl.RGUI
  • gl.RGB8
  • gl.SRGB8
  • gl.RGB565
  • gl.R11F_G11F_B10F
  • gl.RGB9_E5
  • gl.RGB16F
  • gl.RGB32F
  • gl.RGB8UI
  • gl.RGBA8
  • gl.SRGB_APLHA8
  • gl.RGB5_A1
  • gl.RGBA4444
  • gl.RGBA16F
  • gl.RGBA32F
  • gl.RGBA8UI
type

A GLenum specifying the data type of the texel data. Possible values:

  • gl.UNSIGNED_BYTE: 8 bits per channel for gl.RGBA
  • gl.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.BYTE
  • gl.UNSIGNED_SHORT
  • gl.SHORT
  • gl.UNSIGNED_INT
  • gl.INT
  • gl.HALF_FLOAT
  • gl.FLOAT
  • gl.UNSIGNED_INT_2_10_10_10_REV
  • gl.UNSIGNED_INT_10F_11F_11F_REV
  • gl.UNSIGNED_INT_5_9_9_9_REV
  • gl.UNSIGNED_INT_24_8
  • gl.FLOAT_32_UNSIGNED_INT_24_8_REV (pixels must be null)
pixels

One of the following objects can be used as a pixel source for the texture:

offset

A GLintptr byte offset into the WebGLBuffer's data store. Used to upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_UNPACK_BUFFER target.

Return value

None.

Examples

gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, 1, gl.RGBA, gl.UNSIGNED_BYTE, image);

Specifications

Browser compatibility

Desktop Mobile
Chrome Edge Firefox Internet Explorer Opera Safari WebView Android Chrome Android Firefox for Android Opera Android Safari on IOS Samsung Internet
texSubImage3D
56
79
51
No
43
15
58
58
51
43
15
7.0
SharedArrayBuffer_as_param
60
79
79
No
47
No
60
60
?
44
No
8.0

See also

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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texSubImage3D