WebGLRenderingContext: texSubImage2D() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Note: This feature is available in Web Workers.

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

Syntax

js
// 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 WebGLRenderingContext.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.

srcData

A TypedArray or DataView containing the compressed texture data. Its type must match the type parameter; see WebGLRenderingContext.texImage2D().

srcOffset Optional

(WebGL 2 only) An integer specifying the index of srcData to start reading from. Defaults to 0.

source

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

In WebGL 1, the width and height are always inferred from the source. In WebGL 2, they can also be explicitly specified.

offset

(WebGL 2 only) A GLintptr specifying the starting address in the buffer bound to gl.PIXEL_UNPACK_BUFFER.

Return value

None (undefined).

Examples

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

Specifications

Specification
WebGL Specification
# TEXSUBIMAGE2D
WebGL 2.0 Specification
# 3.7.6

Browser compatibility

See also