WebGL2RenderingContext.texSubImage3D() - Web APIs 编辑

The WebGL2RenderingContext.texSubImage3D() method of the WebGL API specifies a sub-rectangle of the current texture.

Syntax

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ArrayBufferView? srcData, optional srcOffset);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageBitmap? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, ImageData? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLImageElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLCanvasElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, HTMLVideoElement? pixels);

void gl.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, GLintptr offset);

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 texture image.
yoffset
A GLint specifying the y offset within the texture image.
zoffset
A GLint specifying the z offset within the 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 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.
  • 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.SRGB_APLHA8
  • gl.RGB5_A1
  • gl.RGBA4444
  • gl.RGBA16F
  • gl.RGBA32F
  • gl.RGBA8UI
type
A GLenum specifying the data type of the texel data. Possible values:
  • gl.UNSIGNED_BYTE: 8 bits per channel for gl.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 be null)
pixels
One of the following objects can be used as a pixel source for the texture:
offset
A GLintptr byte offset into the WebGLBuffer's data store. Used to upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_UNPACK_BUFFER target.

Return value

None.

Examples

gl.texSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, 1, gl.RGBA, gl.UNSIGNED_BYTE, image);

Specifications

SpecificationStatusComment
WebGL 2.0
The definition of 'texSubImage3D' in that specification.
Editor's DraftInitial definition for WebGL.
OpenGL ES 3.0
The definition of 'glTexSubImage2D' 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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