WebGLRenderingContext: texImage2D() method
The
WebGLRenderingContext.texImage2D()
method of the
WebGL API
specifies a two-dimensional texture
image.
Syntax
// WebGL1
texImage2D(target, level, internalformat, width, height, border, format, type, pixels)
texImage2D(target, level, internalformat, format, type, pixels)
// WebGL2
texImage2D(target, level, internalformat, width, height, border, format, type, offset)
texImage2D(target, level, internalformat, width, height, border, format, type, source)
texImage2D(target, level, internalformat, width, height, border, format, type, srcData, srcOffset)
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
GLint
specifying the level of detail. Level 0 is the base image
level and level
n
is the n-th mipmap reduction level.
internalformat
A
GLenum
specifying the color components in the texture.
Possible values in both WebGL1 and WebGL2
Format Channels Bytes per pixel Possible values in WebGL2 for the versions of
texImage2D
that take a
texture an
HTMLImageElement
,
HTMLCanvasElement
,
HTMLVideoElement
,
ImageBitmap
, or
ImageData
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
gl.LUMINANCE_ALPHA
: Each component is a luminance/alpha component.
When using the
WEBGL_depth_texture
extension:
gl.DEPTH_COMPONENT
gl.DEPTH_STENCIL
When using the
EXT_sRGB
extension:
ext.SRGB_EXT
ext.SRGB_ALPHA_EXT
gl.R8
gl.R16F
gl.R32F
gl.R8UI
gl.RG8
gl.RG16F
gl.RG32F
gl.RG8UI
gl.RG16UI
gl.RG32UI
gl.RGB8
gl.SRGB8
gl.RGB565
gl.R11F_G11F_B10F
gl.RGB9_E5
gl.RGB16F
gl.RGB32F
gl.RGB8UI
gl.RGBA8
gl.SRGB8_ALPHA8
gl.RGB5_A1
gl.RGB10_A2
gl.RGBA4
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
width
A
GLsizei
specifying the width of the texture.
height
A
GLsizei
specifying the height of the texture.
border
A
GLint
specifying the width of the border. Must be 0.
format
GLenum
specifying the format of the texel data. In WebGL 1, this
must be the same as
internalformat
(see above). in WebGL 2, the
combinations are listed in
this table
.
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.
When using the
WEBGL_depth_texture
extension:
gl.UNSIGNED_SHORT
gl.UNSIGNED_INT
ext.UNSIGNED_INT_24_8_WEBGL
(constant provided by the extension)
OES_texture_float
extension:
gl.FLOAT
When using the
OES_texture_half_float
extension:
ext.HALF_FLOAT_OES
(constant provided by the extension)
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
)
pixels
The following types can always be used as a pixel source for the texture:
ImageData
,
HTMLImageElement
,
HTMLCanvasElement
,
HTMLVideoElement
,
ImageBitmap
.
The following types can only be used as a pixel source when
width
,
height
, and
border
are specified:
Uint8Array
(must be used if
type
is
gl.UNSIGNED_BYTE
)
Uint16Array
(must be used if
type
is either
gl.UNSIGNED_SHORT_5_6_5
,
gl.UNSIGNED_SHORT_4_4_4_4
,
gl.UNSIGNED_SHORT_5_5_5_1
,
gl.UNSIGNED_SHORT
or
ext.HALF_FLOAT_OES
)
Uint32Array
(must be used if
type
is
gl.UNSIGNED_INT
or
ext.UNSIGNED_INT_24_8_WEBGL
)
Float32Array
(must be used if
type
is
gl.FLOAT
)
offset
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 (
undefined
).
Examples
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
Specifications
| Specification |
|---|
|
WebGL Specification
# 5.14.8 |
|
WebGL 2.0 Specification
# 3.7.6 |
Browser compatibility
BCD tables only load in the browser