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
GLenumspecifying 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
GLintspecifying the level of detail. Level 0 is the base image level and level n is the n-th mipmap reduction level. internalformat-
A
GLenumspecifying how the texture should be stored after it's loaded. width-
A
GLsizeispecifying the width of the texture in texels. height-
A
GLsizeispecifying the height of the texture in texels. depth-
A
GLsizeispecifying the depth of the texture/the number of textures in aTEXTURE_2D_ARRAY. border-
A
GLintspecifying the width of the border. Must be 0. format-
A
GLenumspecifying how each integer element in the raw texel data should be interpreted as color components. type-
A
GLenumspecifying the size of each integer element in the raw texel data.The
internalformat,format, andtypevalues 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
TypedArrayorDataViewcontaining the compressed texture data. Its type must match thetypeparameter; seeWebGLRenderingContext.texImage2D(). WhentypeisFLOAT_32_UNSIGNED_INT_24_8_REV,srcDatamust benull. srcOffsetOptional-
An integer specifying the index of
srcDatato start reading from. Defaults to0. source-
Read from a DOM pixel source, which can be one of:
offset-
A
GLintptrspecifying 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_textureOES_texture_floatOES_texture_half_floatEXT_texture_norm16EXT_sRGB