The WebGLRenderingContext.texImage2D() method of the WebGL API specifies a two-dimensional texture image.
// 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);
targetGLenum 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.levelGLint specifying the level of detail. Level 0 is the base image level and level n is the nth mipmap reduction level.internalformatGLenum specifying the color components in the texture. 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.WEBGL_depth_texture extension: gl.DEPTH_COMPONENTgl.DEPTH_STENCILEXT_sRGB extension: ext.SRGB_EXText.SRGB_ALPHA_EXTgl.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.RGBA8UIwidthGLsizei specifying the width of the texture.heightGLsizei specifying the height of the texture.borderGLint specifying the width of the border. Must be 0.formatGLenum 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.typeGLenum 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.WEBGL_depth_texture extension: gl.UNSIGNED_SHORTgl.UNSIGNED_INText.UNSIGNED_INT_24_8_WEBGL (constant provided by the extension)OES_texture_float extension: gl.FLOATOES_texture_half_float extension: ext.HALF_FLOAT_OES (constant provided by the extension)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 be null)pixelsArrayBufferView, 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.ImageData,HTMLImageElement,HTMLCanvasElement,HTMLVideoElement,ImageBitmap.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.None.
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
| 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. |
| Desktop | ||||||
|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
| Basic support | 9 | 12 | 4 | 11 | 12 | 5.1 |
WebGL2 |
56 | No | 51 | No | 43 | No |
| Mobile | |||||||
|---|---|---|---|---|---|---|---|
| Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
| Basic support | Yes | 25 | Yes | Yes | 12 | 8.1 | Yes |
WebGL2 |
58 | 58 | No | 51 | 43 | No | 7.0 |
WebGLRenderingContext.createTexture()WebGLRenderingContext.bindTexture()WebGLRenderingContext.texSubImage2D()WebGLRenderingContext.compressedTexImage2D()WebGLRenderingContext.copyTexImage2D()WebGLRenderingContext.getTexParameter()WEBGL_depth_textureOES_texture_floatOES_texture_half_floatEXT_sRGB
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https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D