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WebGL2RenderingContext.compressedTexSubImage3D()

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.compressedTexSubImage3D() method of the WebGL API specifies a three-dimensional sub-rectangle for a texture image in a compressed format.

Syntax

void gl.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, 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
srcData
A 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 2.0
The definition of 'compressedTexSubImage3D' in that specification.
Editor's Draft Initial definition for WebGL.
OpenGL ES 3.0
The definition of 'glCompressedTexSubImage3D' in that specification.
Standard Man page of the (similar) OpenGL ES 3.0 API.

Browser compatibility

Feature Chrome Edge Firefox Internet Explorer Opera Safari Servo
Basic Support56No support51.0No support43No supportNo support
Feature Android Chrome for Android Edge Mobile Firefox for Android IE Mobile Opera Mobile Safari Mobile
Basic SupportNo supportNo supportNo supportNo supportNo supportNo supportNo support

See also

Document Tags and Contributors

 Contributors to this page: fscholz, teoli
 Last updated by: fscholz,