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  1. Web
  2. Web APIs
  3. WebGLRenderingContext
  4. framebufferTexture2D()

WebGLRenderingContext: framebufferTexture2D() method

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since ⁨July 2015⁩.

Note: This feature is available inWeb Workers.

TheWebGLRenderingContext.framebufferTexture2D() methodof theWebGL API attaches a texture to aWebGLFramebuffer.

Syntax

js
framebufferTexture2D(target, attachment, textarget, texture, level)

Parameters

target

AGLenum specifying the binding point (target). Possible values:

gl.FRAMEBUFFER

Collection buffer data storage of color, alpha,depth and stencil buffers used to render an image.

When using aWebGL 2 context,the following values are available additionally:

gl.DRAW_FRAMEBUFFER

Used as a destination for drawing,rendering, clearing, and writing operations.

gl.READ_FRAMEBUFFER

Used as a source for reading operations.

When binding,gl.FRAMEBUFFER sets both thegl.DRAW_FRAMEBUFFER andgl.READ_FRAMEBUFFER bindingpoints. When referencing,gl.FRAMEBUFFER refers to thegl.DRAW_FRAMEBUFFER binding

attachment

AGLenum specifying the attachment point for thetexture. Possible values:

  • gl.COLOR_ATTACHMENT0: Attaches the texture to the framebuffer'scolor buffer.
  • gl.DEPTH_ATTACHMENT: Attaches the texture to the framebuffer'sdepth buffer.
  • gl.STENCIL_ATTACHMENT: Attaches the texture to the framebuffer'sstencil buffer.

When using aWebGL 2 context,the following values are available additionally:

  • gl.DEPTH_STENCIL_ATTACHMENT: depth and stencil buffer.
  • gl.COLOR_ATTACHMENT1 gl.COLOR_ATTACHMENT2 gl.COLOR_ATTACHMENT3 gl.COLOR_ATTACHMENT4 gl.COLOR_ATTACHMENT5 gl.COLOR_ATTACHMENT6 gl.COLOR_ATTACHMENT7 gl.COLOR_ATTACHMENT8 gl.COLOR_ATTACHMENT9 gl.COLOR_ATTACHMENT10 gl.COLOR_ATTACHMENT11 gl.COLOR_ATTACHMENT12 gl.COLOR_ATTACHMENT13 gl.COLOR_ATTACHMENT14 gl.COLOR_ATTACHMENT15

When using theWEBGL_draw_buffers extension:

  • ext.COLOR_ATTACHMENT0_WEBGL (same asgl.COLOR_ATTACHMENT0)
  • ext.COLOR_ATTACHMENT1_WEBGL ext.COLOR_ATTACHMENT2_WEBGL ext.COLOR_ATTACHMENT3_WEBGL ext.COLOR_ATTACHMENT4_WEBGL ext.COLOR_ATTACHMENT5_WEBGL ext.COLOR_ATTACHMENT6_WEBGL ext.COLOR_ATTACHMENT7_WEBGL ext.COLOR_ATTACHMENT8_WEBGL ext.COLOR_ATTACHMENT9_WEBGL ext.COLOR_ATTACHMENT10_WEBGL ext.COLOR_ATTACHMENT11_WEBGL ext.COLOR_ATTACHMENT12_WEBGL ext.COLOR_ATTACHMENT13_WEBGL ext.COLOR_ATTACHMENT14_WEBGL ext.COLOR_ATTACHMENT15_WEBGL

When using theWEBGL_depth_texture extension:

  • gl.DEPTH_STENCIL_ATTACHMENT: Depth and stencil buffer data storage.
textarget

AGLenum specifying the texture target. Possible values:

  • gl.TEXTURE_2D: A 2D image.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_X: Image for the positive X face ofthe cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_X: Image for the negative X face ofthe cube.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Y: Image for the positive Y face ofthe cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Y: Image for the negative Y face ofthe cube.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Z: Image for the positive Z face ofthe cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Z: Image for the negative Z face ofthe cube.
texture

AWebGLTexture object whose image to attach.

level

AGLint specifying the mipmap level of the texture image to beattached. Must be 0.

Return value

None (undefined).

Exceptions

  • Agl.INVALID_ENUM error is thrown if

    • target is notgl.FRAMEBUFFER.
    • attachment is not one of the accepted attachment points.
    • textarget is not one of the accepted texture targets.
  • Agl.INVALID_VALUE error is thrown iflevel is not 0.

  • Agl.INVALID_OPERATION error is thrown iftexture isn't 0or the name of an existing texture object.

Examples

js
gl.framebufferTexture2D(  gl.FRAMEBUFFER,  gl.COLOR_ATTACHMENT0,  gl.TEXTURE_2D,  texture,  0,);

Specifications

Specification
WebGL Specification
# 5.14.6

Browser compatibility

See also

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