WebGL2RenderingContext: framebufferTextureLayer() method

The WebGL2RenderingContext.framebufferTextureLayer() method of the WebGL 2 API attaches a single layer of a texture to a framebuffer.

This method is similar to WebGLRenderingContext.framebufferTexture2D(), but only a given single layer of the texture level is attached to the attachment point.

Syntax

js
framebufferTextureLayer(target, attachment, texture, level, layer)

Parameters

target

A GLenum specifying the binding point (target). Possible values:

  • gl.FRAMEBUFFER: Collection buffer data storage of color, alpha, depth and stencil buffers used to render an image.
  • gl.DRAW_FRAMEBUFFER: Equivalent to gl.FRAMEBUFFER.
  • gl.READ_FRAMEBUFFER: Used as a source for reading operations.
attachment

A GLenum specifying the attachment point for the texture. Possible values:

  • gl.COLOR_ATTACHMENT{0-15}: Attaches the texture to one of the framebuffer's color buffers.
  • gl.DEPTH_ATTACHMENT: Attaches the texture to the framebuffer's depth buffer.
  • gl.STENCIL_ATTACHMENT: Attaches the texture to the framebuffer's stencil buffer.
  • gl.DEPTH_STENCIL_ATTACHMENT: depth and stencil buffer.
texture

A WebGLTexture object whose image to attach.

level

A GLint specifying the mipmap level of the texture image to attach.

layer

A GLint specifying the layer of the texture image to attach.

Return value

None (undefined).

Examples

js
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, 8);

Specifications

Specification
WebGL 2.0 Specification
# 3.7.4

Browser compatibility

BCD tables only load in the browser

See also