This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The WebGL2RenderingContext.copyTexSubImage3D()
method of the WebGL API copies pixels from the current WebGLFramebuffer
into an existing 3D texture sub-image.
Syntax
void gl.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
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 texture image. yoffset
- A
GLint
specifying the y offset within the texture image. zoffset
- A
GLint
specifying the z offset within the texture image. x
- A
GLint
specifying the x coordinate of the lower left corner where to start copying. y
- A
GLint
specifying the y coordinate of the lower left corner where to start copying. width
- A
GLsizei
specifying the width of the texture. height
- A
GLsizei
specifying the height of the texture.
Return value
None.
Examples
gl.copyTexSubImage3D(gl.TEXTURE_4D, 0, 0, 0, 0, 0, 0, 16, 16);
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 2.0 The definition of 'copyTexSubImage3D' in that specification. |
Editor's Draft | Initial definition. |
OpenGL ES 3.0 The definition of 'glCopyTexSubImage3D' in that specification. |
Standard | Man page of the (similar) OpenGL API. |
Browser compatibility
Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|---|
Basic support | No support [2] | No support | Nightly build [1] | No support | No support | No support |
Feature | Android | Chrome for Android | Firefox Mobile (Gecko) | Firefox OS | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|---|
Basic support | No support | No support | No support | No support | No support | No support | No support |
[1] WebGL 2 is enabled by default in Firefox Nightly. To enable it in a release version of Firefox, set the preference webgl.enable-prototype-webgl2
to true
in about:config.
[2] To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis
.