Web/API/WebGL2RenderingContext/compressedTexSubImage3D
This is an experimental technologyCheck the Browser compatibility table carefully before using this in production.
The WebGL2RenderingContext.compressedTexSubImage3D()
method of the WebGL API specifies a three-dimensional sub-rectangle for a texture image in a compressed format.
Syntax
// read from the buffer bound to gl.PIXEL_UNPACK_BUFFER void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, offset); void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, ArrayBufferView srcData, optional srcOffset, optional srcLengthOverride);
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. xoffset
- A
GLint
specifying the x offset within the compressed texture image. yoffset
- A
GLint
specifying the y offset within the compressed texture image. zoffset
- A
GLint
specifying the z offset within the compressed texture image. 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. format
- A
GLenum
specifying the compressed image format. Possible values:
gl.COMPRESSED_R11_EAC
gl.COMPRESSED_SIGNED_R11_EAC
gl.COMPRESSED_RG11_EAC
gl.COMPRESSED_SIGNED_RG11_EAC
gl.COMPRESSED_RGB8_ETC2
gl.COMPRESSED_RGBA8_ETC2_EAC
gl.COMPRESSED_SRGB8_ETC2
gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
imageSize
- A
GLint
specifying the number of bytes to read from the buffer bound togl.PIXEL_UNPACK_BUFFER
. offset
- A
GLint
specifying the offset in bytes from which to read from the buffer bound togl.PIXEL_UNPACK_BUFFER
. srcData
- An
ArrayBufferView
that be used as a data store for the compressed image data in memory.
Return value
None.
Examples
gl.compressedTexSubImage3D(gl.TEXTURE_3D, 0, 0, 0, 512, 512, 512, gl.COMPRESSED_R11_EAC, textureData);
Specifications
Specification | Status | Comment |
WebGL 2.0The definition of 'compressedTexSubImage3D' in that specification. | Editor's Draft | Initial definition for WebGL. |
OpenGL ES 3.0The definition of 'glCompressedTexSubImage3D' 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.
Update compatibility data on GitHub
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
compressedTexSubImage3D
|
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
WebGL2RenderingContext.compressedTexSubImage3D() by Mozilla Contributors is licensed under CC-BY-SA 2.5.