WebGL2RenderingContext.copyTexSubImage3D()

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 Internet Explorer Opera Safari Servo
Basic SupportNo support1No support51.0No supportNo supportNo 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

1. To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis.

See also

Document Tags and Contributors

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