WebGLRenderingContext.texSubImage2D() 方法在 WebGL API specifies a sub-rectangle of the current texture.

句法

// WebGL 1:
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ArrayBufferView? pixels);
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, ImageData? pixels);
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLImageElement? pixels);
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLCanvasElement? pixels);
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, HTMLVideoElement? pixels);
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, ImageBitmap? pixels);
// WebGL 2:
void gl.texSubImage2D(target, level, xoffset, yoffset, format, type, GLintptr offset);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLCanvasElement source);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLImageElement source);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, HTMLVideoElement source);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ImageBitmap source);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ImageData source);
void gl.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, ArrayBufferView srcData, srcOffset);
			

参数

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_POSITIVE_X : Positive X face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_X : Negative X face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Y : Positive Y face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Y : Negative Y face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_POSITIVE_Z : Positive Z face for a cube-mapped texture.
  • gl.TEXTURE_CUBE_MAP_NEGATIVE_Z : Negative Z face for a cube-mapped texture.
level
A GLint specifying the level of detail. Level 0 is the base image level and level n n th mipmap reduction level.
xoffset
A GLint specifying the lower left texel x coordinate of a width-wide by height-wide rectangular subregion of the texture array.
yoffset
A GLint specifying the lower left texel y coordinate of a width-wide by height-wide rectangular subregion of the texture array..
width
A GLsizei specifying the width of the texture in texels.
height
A GLsizei specifying the height of the texture in texels.
format
A GLenum specifying the format of the texel data. Possible values:
  • gl.ALPHA : Discards the red, green and blue components and reads the alpha component.
  • gl.RGB : Discards the alpha components and reads the red, green and blue components.
  • gl.RGBA : Red, green, blue and alpha components are read from the color buffer.
  • gl.LUMINANCE : Each color component is a luminance component, alpha is 1.0.
  • gl.LUMINANCE_ALPHA : Each component is a luminance/alpha component.
  • 当使用 EXT_sRGB extension:
    • ext.SRGB_EXT
    • ext.SRGB_ALPHA_EXT
  • 当使用 WebGL 2 context , the following values are available additionally:
    • gl.RED
    • gl.RG
    • gl.RED_INTEGER
    • gl.RG_INTEGER
    • gl.RGB_INTEGER
    • gl.RGBA_INTEGER
type
A GLenum specifying the data type of the texel data. Possible values:
  • gl.UNSIGNED_BYTE : 8 bits per channel for gl.RGBA
  • gl.UNSIGNED_SHORT_5_6_5 : 5 red bits, 6 green bits, 5 blue bits.
  • gl.UNSIGNED_SHORT_4_4_4_4 : 4 red bits, 4 green bits, 4 blue bits, 4 alpha bits.
  • gl.UNSIGNED_SHORT_5_5_5_1 : 5 red bits, 5 green bits, 5 blue bits, 1 alpha bit.
  • 当使用 OES_texture_float extension:
    • gl.FLOAT
  • 当使用 OES_texture_half_float extension:
    • gl.HALF_FLOAT_OES
  • 当使用 WebGL 2 context , the following values are available additionally:
    • gl.BYTE
    • gl.UNSIGNED_SHORT
    • gl.SHORT
    • gl.UNSIGNED_INT
    • gl.INT
    • gl.HALF_FLOAT
    • gl.FLOAT
    • gl.UNSIGNED_INT_2_10_10_10_REV
    • gl.UNSIGNED_INT_10F_11F_11F_REV
    • gl.UNSIGNED_INT_5_9_9_9_REV
    • gl.UNSIGNED_INT_24_8
    • gl.FLOAT_32_UNSIGNED_INT_24_8_REV (pixels must be null )
pixels
One of the following objects can be used as a pixel source for the texture:
offset
(WebGL 2 only) A GLintptr byte offset into the WebGLBuffer 's data store. Used to upload data to the currently bound WebGLTexture WebGLBuffer bound to the PIXEL_UNPACK_BUFFER 目标。

返回值

None.

范例

gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
			

规范

规范 状态 注释
WebGL 1.0
The definition of 'texSubImage2D' in that specification.
推荐 Initial definition for WebGL.
OpenGL ES 2.0
The definition of 'glTexSubImage2D' in that specification.
标准 Man page of the (similar) OpenGL ES 2.0 API.
WebGL 2.0
The definition of 'texSubImage2D' in that specification.
编者草案 Updated definition for WebGL.
OpenGL ES 3.0
The definition of 'glTexSubImage2D' in that specification.
标准 Man page of the (similar) OpenGL ES 3.0 API.

浏览器兼容性

更新 GitHub 上的兼容性数据
桌面 移动
Chrome Edge Firefox Internet Explorer Opera Safari Android webview Chrome for Android Firefox for Android Opera for Android Safari on iOS Samsung Internet
texSubImage2D Chrome 9 Edge 12 Firefox 4 IE 11 Opera 12 Safari 5.1 WebView Android Yes Chrome Android 25 Firefox Android Yes Opera Android 12 Safari iOS 8 Samsung Internet Android 1.5
WebGL2 Chrome 56 Edge 79 Firefox 51 IE 不支持 No Opera 43 Safari 不支持 No WebView Android 58 Chrome Android 58 Firefox Android 51 Opera Android 43 Safari iOS 不支持 No Samsung Internet Android 7.0

图例

完整支持

不支持

不支持

另请参阅

元数据

  1. WebGL API
  2. WebGLRenderingContext
  3. 特性
    1. canvas
    2. drawingBufferHeight
    3. drawingBufferWidth
  4. 方法
    1. activeTexture()
    2. attachShader()
    3. bindAttribLocation()
    4. bindBuffer()
    5. bindFramebuffer()
    6. bindRenderbuffer()
    7. bindTexture()
    8. blendColor()
    9. blendEquation()
    10. blendEquationSeparate()
    11. blendFunc()
    12. blendFuncSeparate()
    13. bufferData()
    14. bufferSubData()
    15. checkFramebufferStatus()
    16. clear()
    17. clearColor()
    18. clearDepth()
    19. clearStencil()
    20. colorMask()
    21. commit()
    22. compileShader()
    23. compressedTexImage[23]D()
    24. compressedTexSubImage2D()
    25. copyTexImage2D()
    26. copyTexSubImage2D()
    27. createBuffer()
    28. createFramebuffer()
    29. createProgram()
    30. createRenderbuffer()
    31. createShader()
    32. createTexture()
    33. cullFace()
    34. deleteBuffer()
    35. deleteFramebuffer()
    36. deleteProgram()
    37. deleteRenderbuffer()
    38. deleteShader()
    39. deleteTexture()
    40. depthFunc()
    41. depthMask()
    42. depthRange()
    43. detachShader()
    44. disable()
    45. disableVertexAttribArray()
    46. drawArrays()
    47. drawElements()
    48. enable()
    49. enableVertexAttribArray()
    50. finish()
    51. flush()
    52. framebufferRenderbuffer()
    53. framebufferTexture2D()
    54. frontFace()
    55. generateMipmap()
    56. getActiveAttrib()
    57. getActiveUniform()
    58. getAttachedShaders()
    59. getAttribLocation()
    60. getBufferParameter()
    61. getContextAttributes()
    62. getError()
    63. getExtension()
    64. getFramebufferAttachmentParameter()
    65. getParameter()
    66. getProgramInfoLog()
    67. getProgramParameter()
    68. getRenderbufferParameter()
    69. getShaderInfoLog()
    70. getShaderParameter()
    71. getShaderPrecisionFormat()
    72. getShaderSource()
    73. getSupportedExtensions()
    74. getTexParameter()
    75. getUniform()
    76. getUniformLocation()
    77. getVertexAttrib()
    78. getVertexAttribOffset()
    79. hint()
    80. isBuffer()
    81. isContextLost()
    82. isEnabled()
    83. isFramebuffer()
    84. isProgram()
    85. isRenderbuffer()
    86. isShader()
    87. isTexture()
    88. lineWidth()
    89. linkProgram()
    90. pixelStorei()
    91. polygonOffset()
    92. readPixels()
    93. renderbufferStorage()
    94. sampleCoverage()
    95. scissor()
    96. shaderSource()
    97. stencilFunc()
    98. stencilFuncSeparate()
    99. stencilMask()
    100. stencilMaskSeparate()
    101. stencilOp()
    102. stencilOpSeparate()
    103. texImage2D()
    104. texParameter[fi]()
    105. texSubImage2D()
    106. uniform[1234][fi][v]()
    107. uniformMatrix[234]fv()
    108. useProgram()
    109. validateProgram()
    110. vertexAttrib[1234]f[v]()
    111. vertexAttribPointer()
    112. viewport()
  5. WebGL 相关页面
    1. ANGLE_instanced_arrays
    2. EXT_blend_minmax
    3. EXT_color_buffer_half_float
    4. EXT_disjoint_timer_query
    5. EXT_frag_depth
    6. EXT_sRGB
    7. EXT_shader_texture_lod
    8. EXT_texture_filter_anisotropic
    9. OES_element_index_uint
    10. OES_standard_derivatives
    11. OES_texture_float
    12. OES_texture_float_linear
    13. OES_texture_half_float
    14. OES_texture_half_float_linear
    15. OES_vertex_array_object
    16. WEBGL_color_buffer_float
    17. WEBGL_compressed_texture_atc
    18. WEBGL_compressed_texture_etc1
    19. WEBGL_compressed_texture_pvrtc
    20. WEBGL_compressed_texture_s3tc
    21. WEBGL_compressed_texture_s3tc_srgb
    22. WEBGL_debug_renderer_info
    23. WEBGL_debug_shaders
    24. WEBGL_depth_texture
    25. WEBGL_draw_buffers
    26. WEBGL_lose_context
    27. WebGL2RenderingContext
    28. WebGLActiveInfo
    29. WebGLBuffer
    30. WebGLContextEvent
    31. WebGLFramebuffer
    32. WebGLObject
    33. WebGLProgram
    34. WebGLQuery
    35. WebGLRenderbuffer
    36. WebGLSampler
    37. WebGLShader
    38. WebGLShaderPrecisionFormat
    39. WebGLSync
    40. WebGLTexture
    41. WebGLTransformFeedback
    42. WebGLUniformLocation
    43. WebGLVertexArrayObject