WebGL2RenderingContext: framebufferTextureLayer() 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.
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
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
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, 8);
Specifications
Specification |
---|
WebGL 2.0 Specification # 3.7.4 |
Browser compatibility
BCD tables only load in the browser