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
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 thegl.DRAW_FRAMEBUFFER
andgl.READ_FRAMEBUFFER
binding points. When referencing,gl.FRAMEBUFFER
refers to thegl.DRAW_FRAMEBUFFER
binding attachment
-
A
GLenum
specifying the attachment point for thetexture
. 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 asgl.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 iftarget
is notgl.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 iflevel
is not 0. -
A
gl.INVALID_OPERATION
error is thrown iftexture
isn't 0 or the name of an existing texture object.
Examples
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