WebGL2RenderingContext.texImage3D()

This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The WebGLRenderingContext.texImage3D() method of the WebGL API specifies a three-dimensional texture image.

Syntax

void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, GLintptr offset);

void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLCanvasElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLImageElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, HTMLVideoElement source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ImageBitmap source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ImageData source);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ArrayBufferView? srcData);
void gl.texImage3D(target, level, internalformat, width, height, depth, border, format, type, ArrayBufferView srcData, srcOffset);

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.
internalformat
A GLint specifying the color components in the texture. 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
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.
border
A GLint specifying the width of the border. Must be 0.
format
A GLenum specifying the format of the texel data. The correct combinations with internalformat are listed in this table.
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)
source
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.texImage3D(gl.TEXTURE_3D,
              0,                                          // level
              gl.RGBA,                                    // internalFormat
              1,                                          // width
              1,                                          // height
              1,                                          // depth
              0,                                          // border
              gl.RGBA,                                    // format
              gl.UNSIGNED_BYTE,                           // type
              new Uint8Array([0xff, 0x00, 0x00, 0x00]));  // data

Specifications

Specification Status Comment
WebGL 2.0
The definition of 'texImage3D' in that specification.
Editor's Draft Updated definition for WebGL.
OpenGL ES 3.0
The definition of 'glTexImage3D' in that specification.
Standard Man page of the (similar) OpenGL ES 3.0 API.

Browser compatibility

DesktopMobile
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidFirefox for AndroidOpera for AndroidSafari on iOSSamsung Internet
texImage3DChrome Full support 56Edge Full support 79Firefox Full support 51IE No support NoOpera Full support 43Safari No support NoWebView Android Full support 58Chrome Android Full support 58Firefox Android Full support 51Opera Android Full support 43Safari iOS No support NoSamsung Internet Android Full support 7.0
SharedArrayBuffer as a parameterChrome Full support 60Edge Full support 79Firefox Full support 79IE No support NoOpera Full support 47Safari No support NoWebView Android Full support 60Chrome Android Full support 60Firefox Android ? Opera Android Full support 44Safari iOS No support NoSamsung Internet Android Full support 8.0

Legend

Full support
Full support
No support
No support
Compatibility unknown
Compatibility unknown

See also