The WebGLRenderingContext.texSubImage2D()
method of the WebGL API specifies a sub-rectangle of the current texture.
// WebGL 1: void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ArrayBufferView? pixels); void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, ImageData? pixels); void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLImageElement? pixels); void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLCanvasElement? pixels); void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLVideoElement? pixels); void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, ImageBitmap? pixels); // WebGL 2: void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, GLintptr offset); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLCanvasElement source); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLImageElement source); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLVideoElement source); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ImageBitmap source); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ImageData source); void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ArrayBufferView srcData, srcOffset);
target
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
GLint
specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level.xoffset
GLint
specifying the horizontal offset within the texture image.yoffset
GLint
specifying the vertical offset within the texture image.width
GLsizei
specifying the width of the texture.height
GLsizei
specifying the height of the texture.format
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.EXT_sRGB
extension: ext.SRGB_EXT
ext.SRGB_ALPHA_EXT
gl.R8
gl.R16F
gl.
R32Fgl.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
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.OES_texture_float
extension: gl.FLOAT
OES_texture_half_float
extension: gl.HALF_FLOAT_OES
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
ArrayBufferView
, Uint8Array
must be used if type
is gl.UNSIGNED_BYTE
.Uint16Array
must be used if type
is either gl.UNSIGNED_SHORT_5_6_5
, gl.UNSIGNED_SHORT_4_4_4_4
, gl.UNSIGNED_SHORT_5_5_5_1
, or ext.HALF_FLOAT_OES
.Float32Array
must be used if type
is gl.FLOAT
.ImageData
,HTMLImageElement
,HTMLCanvasElement
,HTMLVideoElement
,ImageBitmap
.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.None.
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specification | Status | Comment |
---|---|---|
WebGL 1.0 The definition of 'texSubImage2D' in that specification. | Recommendation | Initial definition for WebGL. |
OpenGL ES 2.0 The definition of 'glTexSubImage2D' in that specification. | Standard | Man page of the (similar) OpenGL ES 2.0 API. |
WebGL 2.0 The definition of 'texSubImage2D' in that specification. | Editor's Draft | Updated definition for WebGL. |
OpenGL ES 3.0 The definition of 'glTexSubImage2D' in that specification. | Standard | Man page of the (similar) OpenGL ES 3.0 API. |
Feature | Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | Servo |
---|---|---|---|---|---|---|---|
Basic Support | 9 | 12 | 4.0 | 11 | 12 | 5.1 | No support |
WebGL2 | 56 | No support | 51.0 | No support | 43 | No support | No support |
Feature | Android | Chrome for Android | Edge Mobile | Firefox for Android | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|---|
Basic Support | (Yes) | 25 | (Yes) | 4.0 | 11 | 12 | 8.1 |
WebGL2 | No support | No support | (Yes) | 51.0 | No support | No support | No support |
WebGLRenderingContext.createTexture()
WebGLRenderingContext.bindTexture()
WebGLRenderingContext.texImage2D()
WebGLRenderingContext.compressedTexImage2D()
WebGLRenderingContext.copyTexImage2D()
WebGLRenderingContext.getTexParameter()
OES_texture_float
OES_texture_half_float
EXT_sRGB
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D