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web api instance method

WebGLRenderingContext: texSubImage2D() method

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Available in workers

The texSubImage2D() method of the WebGLRenderingContext interface of the WebGL API specifies a two-dimensional sub-rectangle for a texture image.

Syntax

// WebGL 1:
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, srcData)
texSubImage2D(target, level, xoffset, yoffset, format, type, source)

// Additionally available in WebGL 2:
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, srcData, srcOffset)
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, source)
texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, offset)

Parameters

  • target

    • : A 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

    • : A GLint specifying the level of detail. Level 0 is the base image level and level n is the n-th mipmap reduction level.
  • xoffset

    • : A GLint specifying the lower left texel x coordinate of a width-wide by height-wide rectangular subregion of the texture array.
  • yoffset

    • : A GLint specifying the lower left texel y coordinate of a width-wide by height-wide rectangular subregion of the texture array.
  • width

    • : A GLsizei specifying the width of the texture in texels.
  • height

    • : A GLsizei specifying the height of the texture in texels.
  • format

    • : A GLenum specifying how each integer element in the raw texel data should be interpreted as color components. 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.

      When using the EXT_sRGB extension:

      • ext.SRGB_EXT
      • ext.SRGB_ALPHA_EXT

      When using a WebGL2RenderingContext, the following values are available additionally:

      • gl.RED
      • gl.RED_INTEGER
      • gl.RG
      • gl.RG_INTEGER
      • gl.RGB_INTEGER
      • gl.RGBA_INTEGER
      • gl.DEPTH_COMPONENT
      • gl.DEPTH_STENCIL
  • type

    • : A GLenum specifying the size of each integer element in the raw texel data. For the combinations of format and type available, see texImage2D().

The texture source can be provided in one of three ways: from an ArrayBuffer (possibly shared) using srcData and srcOffset; from a DOM pixel source; or, in WebGL 2, from gl.PIXEL_UNPACK_BUFFER using offset.

Return value

None (undefined).

Examples

gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);

Specifications

SpecificationsStandards references are available on the canonical MDN page.

Browser compatibility

Browser compatibilityCompatibility data is available on the canonical MDN page.

See also