WebGL2RenderingContext: texStorage2D() method

The WebGL2RenderingContext.texStorage2D() method of the WebGL API specifies all levels of two-dimensional texture storage.

Syntax

js
texStorage2D(target, levels, internalformat, width, height)

Parameters

target

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

  • gl.TEXTURE_2D: A two-dimensional texture.
  • gl.TEXTURE_CUBE_MAP: A cube-mapped texture.
levels

A GLint specifying the number of texture levels.

internalformat

A GLenum specifying the texture store format. Possible values:

  • gl.R8
  • gl.R16F
  • gl.R32F
  • gl.R8UI
  • gl.RG8
  • gl.RG16F
  • gl.RG32F
  • gl.RG8UI
  • gl.RGB8
  • gl.SRGB8
  • gl.RGB565
  • gl.R11F_G11F_B10F
  • gl.RGB9_E5
  • gl.RGB16F
  • gl.RGB32F
  • gl.RGB8UI
  • gl.RGBA8
  • gl.SRGB8_ALPHA8
  • gl.RGB5_A1
  • gl.RGBA4
  • gl.RGBA16F
  • gl.RGBA32F
  • gl.RGBA8UI

Unlike OpenGL 3.0, WebGL 2 doesn't support the following ETC2 and EAC compressed texture formats (see section 5.37 in the WebGL 2 spec). You might be able to enable them via the WEBGL_compressed_texture_etc extension, though.

  • 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
width

A GLsizei specifying the width of the texture.

height

A GLsizei specifying the height of the texture.

Return value

None (undefined).

Examples

js
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8, 256, 256);

Specifications

Specification
WebGL 2.0 Specification
# 3.7.6

Browser compatibility

BCD tables only load in the browser

See also