WebGL2RenderingContext.compressedTexSubImage3D() - Web APIs 编辑

The WebGL2RenderingContext.compressedTexSubImage3D() method of the WebGL API specifies a three-dimensional sub-rectangle for a texture image in a compressed format.

Syntax

// read from the buffer bound to gl.PIXEL_UNPACK_BUFFER
void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, offset);

void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, ArrayBufferView srcData, optional srcOffset, optional srcLengthOverride);

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 nth mipmap reduction level.
xoffset
A GLint specifying the x offset within the compressed texture image.
yoffset
A GLint specifying the y offset within the compressed texture image.
zoffset
A GLint specifying the z offset within the compressed texture image.
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.
format
A GLenum specifying the compressed image format. Possible values:
  • 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
imageSize
A GLint specifying the number of bytes to read from the buffer bound to gl.PIXEL_UNPACK_BUFFER.
offset
A GLint specifying the offset in bytes from which to read from the buffer bound to gl.PIXEL_UNPACK_BUFFER.
srcData
An ArrayBufferView that be used as a data store for the compressed image data in memory.

Return value

None.

Examples

gl.compressedTexSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 512, 512, 512, gl.COMPRESSED_R11_EAC, textureData);

Specifications

SpecificationStatusComment
WebGL 2.0
The definition of 'compressedTexSubImage3D' in that specification.
Editor's DraftInitial definition for WebGL.
OpenGL ES 3.0
The definition of 'glCompressedTexSubImage3D' in that specification.
StandardMan page of the (similar) OpenGL ES 3.0 API.

Browser compatibility

BCD tables only load in the browser

See also

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