WebGL2RenderingContext: texImage3D() method
Baseline
Widely available
*
This feature is well established and works across many devices and browser versions. It’s been available across browsers since September 2021.
* Some parts of this feature may have varying levels of support.
Note: This feature is available in Web Workers.
The texImage3D()
method of the WebGL2RenderingContext
interface of the WebGL API specifies a three-dimensional texture image.
Syntax
texImage3D(target, level, internalformat, width, height, depth, border, format, type, srcData)
texImage3D(target, level, internalformat, width, height, depth, border, format, type, srcData, srcOffset)
texImage3D(target, level, internalformat, width, height, depth, border, format, type, source)
texImage3D(target, level, internalformat, width, height, depth, border, format, type, 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 n-th mipmap reduction level. internalformat
-
A
GLenum
specifying how the texture should be stored after it's loaded. width
-
A
GLsizei
specifying the width of the texture in texels. height
-
A
GLsizei
specifying the height of the texture in texels. depth
-
A
GLsizei
specifying the depth of the texture/the number of textures in aTEXTURE_2D_ARRAY
. border
-
A
GLint
specifying the width of the border. Must be 0. format
-
A
GLenum
specifying how each integer element in the raw texel data should be interpreted as color components. type
-
A
GLenum
specifying the size of each integer element in the raw texel data.The
internalformat
,format
, andtype
values must be compatible with each other. For all valid combinations, seeWebGLRenderingContext.texImage2D()
.
The texture source can be provided in one of three ways: from an ArrayBuffer
(possibly shared) using srcData
and srcOffset
; from a DOM pixel source
; or from gl.PIXEL_UNPACK_BUFFER
using offset
.
srcData
-
A
TypedArray
orDataView
containing the compressed texture data. Its type must match thetype
parameter; seeWebGLRenderingContext.texImage2D()
. Whentype
isFLOAT_32_UNSIGNED_INT_24_8_REV
,srcData
must benull
. srcOffset
Optional-
An integer specifying the index of
srcData
to start reading from. Defaults to0
. source
-
Read from a DOM pixel source, which can be one of:
offset
-
A
GLintptr
specifying the starting address in the buffer bound togl.PIXEL_UNPACK_BUFFER
.
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
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See also
WebGLRenderingContext.createTexture()
WebGLRenderingContext.bindTexture()
WebGL2RenderingContext.texSubImage3D()
WebGL2RenderingContext.compressedTexImage3D()
WebGL2RenderingContext.copyTexSubImage3D()
WebGLRenderingContext.getTexParameter()
WEBGL_depth_texture
OES_texture_float
OES_texture_half_float
EXT_texture_norm16
EXT_sRGB