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  1. Web
  2. Web APIs
  3. WebGL2RenderingContext
  4. texSubImage3D()

WebGL2RenderingContext: texSubImage3D() 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.

* Some parts of this feature may have varying levels of support.

Note: This feature is available inWeb Workers.

ThetexSubImage3D() method of theWebGL2RenderingContext interface of theWebGL API specifies a three-dimensional sub-rectangle for a texture image.

Syntax

js
texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, srcData)texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, srcData, srcOffset)texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, source)texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, offset)

Parameters

target

AGLenum 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

AGLint specifying the level of detail. Level 0 is the base image level and leveln is the n-th mipmap reduction level.

xoffset

AGLint specifying the x offset within the texture image.

yoffset

AGLint specifying the y offset within the texture image.

zoffset

AGLint specifying the z offset within the texture image.

width

AGLsizei specifying the width of the texture in texels.

height

AGLsizei specifying the height of the texture in texels.

depth

AGLsizei specifying the depth of the texture/the number of textures in aTEXTURE_2D_ARRAY.

format

AGLenum specifying how each integer element in the raw texel data should be interpreted as color components.

type

AGLenum specifying the size of each integer element in the raw texel data. For the combinations offormat andtype available, seeWebGLRenderingContext.texSubImage2D().

The texture source can be provided in one of three ways: from anArrayBuffer (possibly shared) usingsrcData andsrcOffset; from a DOM pixelsource; or fromgl.PIXEL_UNPACK_BUFFER usingoffset.

srcData

ATypedArray orDataView containing the compressed texture data. Its type must match thetype parameter; seeWebGLRenderingContext.texImage2D().

srcOffsetOptional

An integer specifying the index ofsrcData to start reading from. Defaults to0.

source

Read from a DOM pixel source, which can be one of:

offset

AGLintptr specifying the starting address in the buffer bound togl.PIXEL_UNPACK_BUFFER.

Return value

None (undefined).

Examples

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

Specifications

Specification
WebGL 2.0 Specification
# 3.7.6

Browser compatibility

See also

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