WebGLRenderingContext: texSubImage2D() method
Note: This feature is available in Web Workers.
The WebGLRenderingContext.texSubImage2D()
method of the
WebGL API specifies a sub-rectangle of the
current texture.
Syntax
// WebGL1
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels) // pixels is a TypedArray or a DataView
texSubImage2D(target, level, xoffset, yoffset, format, type, pixels)
// WebGL2
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, offset)
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, source)
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels, srcOffset)
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_POSITIVE_X
: Positive X face for a cube-mapped texture.gl.TEXTURE_CUBE_MAP_NEGATIVE_X
: Negative X face for a cube-mapped texture.gl.TEXTURE_CUBE_MAP_POSITIVE_Y
: Positive Y face for a cube-mapped texture.gl.TEXTURE_CUBE_MAP_NEGATIVE_Y
: Negative Y face for a cube-mapped texture.gl.TEXTURE_CUBE_MAP_POSITIVE_Z
: Positive Z face for a cube-mapped texture.gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
: Negative Z face for a cube-mapped 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. xoffset
-
A
GLint
specifying the lower left texel x coordinate of a width-wide by height-wide rectangular subregion of the texture array. yoffset
-
A
GLint
specifying the lower left texel y coordinate of a width-wide by height-wide rectangular subregion of the texture array. width
-
A
GLsizei
specifying the width of the texture in texels. height
-
A
GLsizei
specifying the height of the texture in texels. format
-
A
GLenum
specifying the format of the texel data. 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.
When using the
EXT_sRGB
extension:ext.SRGB_EXT
ext.SRGB_ALPHA_EXT
When using a WebGL 2 context, the following values are available additionally:
gl.RED
gl.RG
gl.RED_INTEGER
gl.RG_INTEGER
gl.RGB_INTEGER
gl.RGBA_INTEGER
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.
When using the
OES_texture_float
extension:gl.FLOAT
When using the
OES_texture_half_float
extension:gl.HALF_FLOAT_OES
When using a WebGL 2 context, the following values are available additionally:
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
)
pixels
-
One of the following objects can be used as a pixel source for the texture:
Uint8Array
(Must be used iftype
isgl.UNSIGNED_BYTE
)Uint16Array
(Must be used iftype
is eithergl.UNSIGNED_SHORT_5_6_5
,gl.UNSIGNED_SHORT_4_4_4_4
,gl.UNSIGNED_SHORT_5_5_5_1
, orext.HALF_FLOAT_OES
)Float32Array
(Must be used iftype
isgl.FLOAT
)ImageData
,HTMLImageElement
,HTMLCanvasElement
,HTMLVideoElement
,ImageBitmap
.
offset
-
(WebGL 2 only) 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.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specifications
Specification |
---|
WebGL Specification # TEXSUBIMAGE2D |
WebGL 2.0 Specification # 3.7.6 |
Browser compatibility
BCD tables only load in the browser
See also
WebGLRenderingContext.createTexture()
WebGLRenderingContext.bindTexture()
WebGLRenderingContext.texImage2D()
WebGLRenderingContext.compressedTexImage2D()
WebGLRenderingContext.copyTexImage2D()
WebGLRenderingContext.getTexParameter()
OES_texture_float
OES_texture_half_float
EXT_sRGB
EXT_texture_norm16