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
GLenumspecifying 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
GLintspecifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level. xoffset- A
GLintspecifying the x offset within the compressed texture image. yoffset- A
GLintspecifying the y offset within the compressed texture image. zoffset- A
GLintspecifying the z offset within the compressed texture image. width- A
GLsizeispecifying the width of the texture. height- A
GLsizeispecifying the height of the texture. depth- A
GLsizeispecifying the depth of the texture. format- A
GLenumspecifying the compressed image format. Possible values:
gl.COMPRESSED_R11_EACgl.COMPRESSED_SIGNED_R11_EACgl.COMPRESSED_RG11_EACgl.COMPRESSED_SIGNED_RG11_EACgl.COMPRESSED_RGB8_ETC2gl.COMPRESSED_RGBA8_ETC2_EACgl.COMPRESSED_SRGB8_ETC2gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EACgl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
imageSize- A
GLintspecifying the number of bytes to read from the buffer bound togl.PIXEL_UNPACK_BUFFER. offset- A
GLintspecifying the offset in bytes from which to read from the buffer bound togl.PIXEL_UNPACK_BUFFER. srcData- An
ArrayBufferViewthat 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.