The WebGLRenderingContext.texImage2D() method of the WebGL API specifies a two-dimensional texture image.
Syntax
// WebGL1: void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ArrayBufferView? pixels); void gl.texImage2D(target, level, internalformat, format, type, ImageData? pixels); void gl.texImage2D(target, level, internalformat, format, type, HTMLImageElement? pixels); void gl.texImage2D(target, level, internalformat, format, type, HTMLCanvasElement? pixels); void gl.texImage2D(target, level, internalformat, format, type, HTMLVideoElement? pixels); void gl.texImage2D(target, level, internalformat, format, type, ImageBitmap? pixels); // WebGL2: void gl.texImage2D(target, level, internalformat, width, height, border, format, type, GLintptr offset); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLCanvasElement source); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLImageElement source); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, HTMLVideoElement source); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ImageBitmap source); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ImageData source); void gl.texImage2D(target, level, internalformat, width, height, border, format, type, ArrayBufferView srcData, srcOffset);
Parameters
target- A
GLenumspecifying 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
GLintspecifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level. internalformat- A
GLenumspecifying the color components in the texture. - Possible values in both WebGL1 and WebGL2
-
Format Type Channels Bytes per pixel RGBA UNSIGNED_BYTE 4 4 RGB UNSIGNED_BYTE 3 3 RGBA UNSIGNED_SHORT_4_4_4_4 4 2 RGBA UNSIGNED_SHORT_5_5_5_1 4 2 RGB UNSIGNED_SHORT_5_6_5 3 2 LUMINANCE_ALPHA UNSIGNED_BYTE 2 2 LUMINANCE UNSIGNED_BYTE 1 1 ALPHA UNSIGNED_BYTE 1 1 - Other possible values in WebGL2 for the versions of
texImage2Dthat take anArrayBufferViewor aGLintptr offset
| Sized Format |
Base Format |
R bits |
G bits |
B bits |
A bits |
Shared bits |
Color renderable |
Texture filterable |
| R8 | RED | 8 | ● | ● | ||||
| R8_SNORM | RED | s8 | ● | |||||
| RG8 | RG | 8 | 8 | ● | ● | |||
| RG8_SNORM | RG | s8 | s8 | ● | ||||
| RGB8 | RGB | 8 | 8 | 8 | ● | ● | ||
| RGB8_SNORM | RGB | s8 | s8 | s8 | ● | |||
| RGB565 | RGB | 5 | 6 | 5 | ● | ● | ||
| RGBA4 | RGBA | 4 | 4 | 4 | 4 | ● | ● | |
| RGB5_A1 | RGBA | 5 | 5 | 5 | 1 | ● | ● | |
| RGBA8 | RGBA | 8 | 8 | 8 | 8 | ● | ● | |
| RGBA8_SNORM | RGBA | s8 | s8 | s8 | s8 | ● | ||
| RGB10_A2 | RGBA | 10 | 10 | 10 | 2 | ● | ● | |
| RGB10_A2UI | RGBA | ui10 | ui10 | ui10 | ui2 | ● | ||
| SRGB8 | RGB | 8 | 8 | 8 | ● | |||
| SRGB8_ALPHA8 | RGBA | 8 | 8 | 8 | 8 | ● | ● | |
| R16F | RED | f16 | ● | |||||
| RG16F | RG | f16 | f16 | ● | ||||
| RGB16F | RGB | f16 | f16 | f16 | ● | |||
| RGBA16F | RGBA | f16 | f16 | f16 | f16 | ● | ||
| R32F | RED | f32 | ||||||
| RG32F | RG | f32 | f32 | |||||
| RGB32F | RGB | f32 | f32 | f32 | ||||
| RGBA32F | RGBA | f32 | f32 | f32 | f32 | |||
| R11F_G11F_B10F | RGB | f11 | f11 | f10 | ● | |||
| RGB9_E5 | RGB | 9 | 9 | 9 | 5 | ● | ||
| R8I | RED | i8 | ● | |||||
| R8UI | RED | ui8 | ● | |||||
| R16I | RED | i16 | ● | |||||
| R16UI | RED | ui16 | ● | |||||
| R32I | RED | i32 | ● | |||||
| R32UI | RED | ui32 | ● | |||||
| RG8I | RG | i8 | i8 | ● | ||||
| RG8UI | RG | ui8 | ui8 | ● | ||||
| RG16I | RG | i16 | i16 | ● | ||||
| RG16UI | RG | ui16 | ui16 | ● | ||||
| RG32I | RG | i32 | i32 | ● | ||||
| RG32UI | RG | ui32 | ui32 | ● | ||||
| RGB8I | RGB | i8 | i8 | i8 | ||||
| RGB8UI | RGB | ui8 | ui8 | ui8 | ||||
| RGB16I | RGB | i16 | i16 | i16 | ||||
| RGB16UI | RGB | ui16 | ui16 | ui16 | ||||
| RGB32I | RGB | i32 | i32 | i32 | ||||
| RGB32UI | RGB | ui32 | ui32 | ui32 | ||||
| RGBA8I | RGBA | i8 | i8 | i8 | i8 | ● | ||
| RGBA8UI | RGBA | ui8 | ui8 | ui8 | ui8 | ● | ||
| RGBA16I | RGBA | i16 | i16 | i16 | i16 | ● | ||
| RGBA16UI | RGBA | ui16 | ui16 | ui16 | ui16 | ● | ||
| RGBA32I | RGBA | i32 | i32 | i32 | i32 | ● | ||
| RGBA32UI | RGBA | ui32 | ui32 | ui32 | ui32 | ● |
-
Possible values in WebGL2 for the versions oftexImage2Dthat take a texture anHTMLImageElement,HTMLCanvasElement,HTMLVideoElement,ImageBitmap, orImageDatagl.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
WEBGL_depth_textureextension:gl.DEPTH_COMPONENTgl.DEPTH_STENCIL
- When using the
EXT_sRGBextension:ext.SRGB_EXText.SRGB_ALPHA_EXT
- When using a WebGL 2 context, the following values are available additionally:
gl.R8gl.R16Fgl.R32Fgl.R8UIgl.RG8gl.RG16Fgl.RG32Fgl.RG8UIgl.RG16UIgl.RG32UIgl.RGB8gl.SRGB8gl.RGB565gl.R11F_G11F_B10Fgl.RGB9_E5gl.RGB16Fgl.RGB32Fgl.RGB8UIgl.RGBA8gl.SRGB8_ALPHA8gl.RGB5_A1gl.RGB10_A2gl.RGBA4gl.RGBA16Fgl.RGBA32Fgl.RGBA8UI
width- A
GLsizeispecifying the width of the texture. height- A
GLsizeispecifying the height of the texture. border- A
GLintspecifying the width of the border. Must be 0. format- A
GLenumspecifying the format of the texel data. In WebGL 1, this must be the same asinternalformat(see above). in WebGL 2, the combinations are listed in this table. type- A
GLenumspecifying the data type of the texel data. Possible values:gl.UNSIGNED_BYTE: 8 bits per channel forgl.RGBAgl.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.- When using the
WEBGL_depth_textureextension:gl.UNSIGNED_SHORTgl.UNSIGNED_INText.UNSIGNED_INT_24_8_WEBGL(constant provided by the extension)
- When using the
OES_texture_floatextension:gl.FLOAT
- When using the
OES_texture_half_floatextension:ext.HALF_FLOAT_OES(constant provided by the extension)
- When using a WebGL 2 context, the following values are available additionally:
gl.BYTEgl.UNSIGNED_SHORTgl.SHORTgl.UNSIGNED_INTgl.INTgl.HALF_FLOATgl.FLOATgl.UNSIGNED_INT_2_10_10_10_REVgl.UNSIGNED_INT_10F_11F_11F_REVgl.UNSIGNED_INT_5_9_9_9_REVgl.UNSIGNED_INT_24_8gl.FLOAT_32_UNSIGNED_INT_24_8_REV(pixels must benull)
pixels- One of the following objects can be used as a pixel source for the texture:
ArrayBufferView,- A
Uint8Arraymust be used iftypeisgl.UNSIGNED_BYTE. - A
Uint16Arraymust be used iftypeis eithergl.UNSIGNED_SHORT_5_6_5,gl.UNSIGNED_SHORT_4_4_4_4,gl.UNSIGNED_SHORT_5_5_5_1,gl.UNSIGNED_SHORTorext.HALF_FLOAT_OES. - A
Uint32Arraymust be used iftypeisgl.UNSIGNED_INTorext.UNSIGNED_INT_24_8_WEBGL. - A
Float32Arraymust be used iftypeisgl.FLOAT.
- A
ImageData,HTMLImageElement,HTMLCanvasElement,HTMLVideoElement,ImageBitmap.
- offset
- (WebGL 2 only) A
GLintptrbyte offset into theWebGLBuffer's data store. Used to upload data to the currently boundWebGLTexturefrom theWebGLBufferbound to thePIXEL_UNPACK_BUFFERtarget. -
Return value
None.
Examples
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specifications
| Specification | Status | Comment |
|---|---|---|
| WebGL 1.0 The definition of 'texImage2D' in that specification. |
Recommendation | Initial definition for WebGL. |
| OpenGL ES 2.0 The definition of 'glTexImage2D' in that specification. |
Standard | Man page of the (similar) OpenGL ES 2.0 API. |
| WebGL 2.0 The definition of 'texImage2D' in that specification. |
Editor's Draft | Updated definition for WebGL. |
| OpenGL ES 3.0 The definition of 'glTexImage2D' in that specification. |
Standard | Man page of the (similar) OpenGL ES 3.0 API. |
Browser compatibility
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
texImage2D | Chrome Full support 9 | Edge Full support 12 | Firefox Full support 4 | IE Full support 11 | Opera Full support 12 | Safari Full support 5.1 | WebView Android Full support Yes | Chrome Android Full support 25 | Firefox Android Full support Yes | Opera Android Full support 12 | Safari iOS Full support 8 | Samsung Internet Android Full support 1.5 |
WebGL2 | Chrome Full support 56 | Edge Full support 79 | Firefox Full support 51 | IE No support No | Opera Full support 43 | Safari No support No | WebView Android Full support 58 | Chrome Android Full support 58 | Firefox Android Full support 51 | Opera Android Full support 43 | Safari iOS No support No | Samsung Internet Android Full support 7.0 |
Legend
- Full support
- Full support
- No support
- No support
See also
WebGLRenderingContext.createTexture()WebGLRenderingContext.bindTexture()WebGLRenderingContext.texSubImage2D()WebGLRenderingContext.compressedTexImage2D()WebGLRenderingContext.copyTexImage2D()WebGLRenderingContext.getTexParameter()WEBGL_depth_textureOES_texture_floatOES_texture_half_floatEXT_sRGB
