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.
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
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
GLint
specifying 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.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.SRGB8_ALPHA8
gl.RGB5_A1
gl.RGBA4444
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
-
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. border
-
A
GLint
specifying the width of the border. Must be 0. format
-
A
GLenum
specifying the format of the texel data. The correct combinations withinternalformat
are listed in this table. type
-
A
GLenum
specifying the data type of the texel data. Possible values:gl.UNSIGNED_BYTE
: 8 bits per channel forgl.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 benull
)
source
-
One of the following objects can be used as a pixel source for the texture:
srcData
-
A
TypedArray
or aDataView
object. offset
-
A
GLintptr
byte offset into theWebGLBuffer
's data store. Used to upload data to the currently boundWebGLTexture
from theWebGLBuffer
bound to thePIXEL_UNPACK_BUFFER
target.
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