WebGLRenderingContext: framebufferTexture2D() method

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.

Note: This feature is available in Web Workers.

The WebGLRenderingContext.framebufferTexture2D() method of the WebGL API attaches a texture to a WebGLFramebuffer.

Syntax

js
framebufferTexture2D(target, attachment, textarget, texture, level)

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.

When using a WebGL 2 context, the following values are available additionally:

gl.DRAW_FRAMEBUFFER

Used as a destination for drawing, rendering, clearing, and writing operations.

gl.READ_FRAMEBUFFER

Used as a source for reading operations.

When binding, gl.FRAMEBUFFER sets both the gl.DRAW_FRAMEBUFFER and gl.READ_FRAMEBUFFER binding points. When referencing, gl.FRAMEBUFFER refers to the gl.DRAW_FRAMEBUFFER binding

attachment

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

  • gl.COLOR_ATTACHMENT0: Attaches the texture to the framebuffer's color buffer.
  • gl.DEPTH_ATTACHMENT: Attaches the texture to the framebuffer's depth buffer.
  • gl.STENCIL_ATTACHMENT: Attaches the texture to the framebuffer's stencil buffer.

When using a WebGL 2 context, the following values are available additionally:

  • gl.DEPTH_STENCIL_ATTACHMENT: depth and stencil buffer.
  • gl.COLOR_ATTACHMENT1 gl.COLOR_ATTACHMENT2 gl.COLOR_ATTACHMENT3 gl.COLOR_ATTACHMENT4 gl.COLOR_ATTACHMENT5 gl.COLOR_ATTACHMENT6 gl.COLOR_ATTACHMENT7 gl.COLOR_ATTACHMENT8 gl.COLOR_ATTACHMENT9 gl.COLOR_ATTACHMENT10 gl.COLOR_ATTACHMENT11 gl.COLOR_ATTACHMENT12 gl.COLOR_ATTACHMENT13 gl.COLOR_ATTACHMENT14 gl.COLOR_ATTACHMENT15

When using the WEBGL_draw_buffers extension:

  • ext.COLOR_ATTACHMENT0_WEBGL (same as gl.COLOR_ATTACHMENT0)
  • ext.COLOR_ATTACHMENT1_WEBGL ext.COLOR_ATTACHMENT2_WEBGL ext.COLOR_ATTACHMENT3_WEBGL ext.COLOR_ATTACHMENT4_WEBGL ext.COLOR_ATTACHMENT5_WEBGL ext.COLOR_ATTACHMENT6_WEBGL ext.COLOR_ATTACHMENT7_WEBGL ext.COLOR_ATTACHMENT8_WEBGL ext.COLOR_ATTACHMENT9_WEBGL ext.COLOR_ATTACHMENT10_WEBGL ext.COLOR_ATTACHMENT11_WEBGL ext.COLOR_ATTACHMENT12_WEBGL ext.COLOR_ATTACHMENT13_WEBGL ext.COLOR_ATTACHMENT14_WEBGL ext.COLOR_ATTACHMENT15_WEBGL

When using the WEBGL_depth_texture extension:

  • gl.DEPTH_STENCIL_ATTACHMENT: Depth and stencil buffer data storage.
textarget

A GLenum specifying the texture target. Possible values:

  • gl.TEXTURE_2D: A 2D image.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_X: Image for the positive X face of the cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_X: Image for the negative X face of the cube.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Y: Image for the positive Y face of the cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Y: Image for the negative Y face of the cube.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Z: Image for the positive Z face of the cube.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Z: Image for the negative Z face of the cube.
texture

A WebGLTexture object whose image to attach.

level

A GLint specifying the mipmap level of the texture image to be attached. Must be 0.

Return value

None (undefined).

Exceptions

  • A gl.INVALID_ENUM error is thrown if
    • target is not gl.FRAMEBUFFER.
    • attachment is not one of the accepted attachment points.
    • textarget is not one of the accepted texture targets.
  • A gl.INVALID_VALUE error is thrown if level is not 0.
  • A gl.INVALID_OPERATION error is thrown if texture isn't 0 or the name of an existing texture object.

Examples

js
gl.framebufferTexture2D(
  gl.FRAMEBUFFER,
  gl.COLOR_ATTACHMENT0,
  gl.TEXTURE_2D,
  texture,
  0,
);

Specifications

Specification
WebGL Specification
# 5.14.6

Browser compatibility

BCD tables only load in the browser

See also