WebGL2RenderingContext: texStorage2D() 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.
Note: This feature is available in Web Workers.
The WebGL2RenderingContext.texStorage2D()
method of the
WebGL API specifies all levels of
two-dimensional texture storage.
Syntax
texStorage2D(target, levels, internalformat, width, height)
Parameters
target
-
A
GLenum
specifying the binding point (target) of the active texture. Possible values:gl.TEXTURE_2D
: A two-dimensional texture.gl.TEXTURE_CUBE_MAP
: A cube-mapped texture.
levels
-
A
GLint
specifying the number of texture levels. internalformat
-
A
GLenum
specifying the texture store format. Possible values:gl.R8
gl.R16F
gl.R32F
gl.R8UI
gl.RG8
gl.RG16F
gl.RG32F
gl.RG8UI
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.RGBA4
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
Unlike OpenGL 3.0, WebGL 2 doesn't support the following ETC2 and EAC compressed texture formats (see section 5.37 in the WebGL 2 spec). You might be able to enable them via the
WEBGL_compressed_texture_etc
extension, though.gl.COMPRESSED_R11_EAC
gl.COMPRESSED_SIGNED_R11_EAC
gl.COMPRESSED_RG11_EAC
gl.COMPRESSED_SIGNED_RG11_EAC
gl.COMPRESSED_RGB8_ETC2
gl.COMPRESSED_RGBA8_ETC2_EAC
gl.COMPRESSED_SRGB8_ETC2
gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
width
-
A
GLsizei
specifying the width of the texture. height
-
A
GLsizei
specifying the height of the texture.
Return value
None (undefined
).
Examples
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8, 256, 256);
Specifications
Specification |
---|
WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser