WebGLRenderingContext.texSubImage2D()
方法在
WebGL API
specifies a sub-rectangle of the current texture.
// 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);
target
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
GLint
specifying the level of detail. Level 0 is the base image level and level
n
是
n
th mipmap reduction level.
xoffset
GLint
specifying the lower left texel x coordinate of a width-wide by height-wide rectangular subregion of the texture array.
yoffset
GLint
specifying the lower left texel y coordinate of a width-wide by height-wide rectangular subregion of the texture array..
width
GLsizei
specifying the width of the texture in texels.
height
GLsizei
specifying the height of the texture in texels.
format
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.
EXT_sRGB
extension:
ext.SRGB_EXT
ext.SRGB_ALPHA_EXT
gl.RED
gl.RG
gl.RED_INTEGER
gl.RG_INTEGER
gl.RGB_INTEGER
gl.RGBA_INTEGER
type
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.
OES_texture_float
extension:
gl.FLOAT
OES_texture_half_float
extension:
gl.HALF_FLOAT_OES
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
ArrayBufferView
,
Uint8Array
must be used if
type
is
gl.UNSIGNED_BYTE
.
Uint16Array
must be used if
type
是
gl.UNSIGNED_SHORT_5_6_5
,
gl.UNSIGNED_SHORT_4_4_4_4
,
gl.UNSIGNED_SHORT_5_5_5_1
,或
ext.HALF_FLOAT_OES
.
Float32Array
must be used if
type
is
gl.FLOAT
.
ImageData
,
HTMLImageElement
,
HTMLCanvasElement
,
HTMLVideoElement
,
ImageBitmap
.
GLintptr
byte offset into the
WebGLBuffer
's data store. Used to upload data to the currently bound
WebGLTexture
从
WebGLBuffer
bound to the
PIXEL_UNPACK_BUFFER
目标。
None.
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
| 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. |
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
更新 GitHub 上的兼容性数据| 桌面 | 移动 | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
完整支持
不支持
WebGLRenderingContext.createTexture()
WebGLRenderingContext.bindTexture()
WebGLRenderingContext.texImage2D()
WebGLRenderingContext.compressedTexImage2D()
WebGLRenderingContext.copyTexImage2D()
WebGLRenderingContext.getTexParameter()
OES_texture_float
OES_texture_half_float
EXT_sRGB
WebGLRenderingContext
activeTexture()
attachShader()
bindAttribLocation()
bindBuffer()
bindFramebuffer()
bindRenderbuffer()
bindTexture()
blendColor()
blendEquation()
blendEquationSeparate()
blendFunc()
blendFuncSeparate()
bufferData()
bufferSubData()
checkFramebufferStatus()
clear()
clearColor()
clearDepth()
clearStencil()
colorMask()
commit()
compileShader()
compressedTexImage[23]D()
compressedTexSubImage2D()
copyTexImage2D()
copyTexSubImage2D()
createBuffer()
createFramebuffer()
createProgram()
createRenderbuffer()
createShader()
createTexture()
cullFace()
deleteBuffer()
deleteFramebuffer()
deleteProgram()
deleteRenderbuffer()
deleteShader()
deleteTexture()
depthFunc()
depthMask()
depthRange()
detachShader()
disable()
disableVertexAttribArray()
drawArrays()
drawElements()
enable()
enableVertexAttribArray()
finish()
flush()
framebufferRenderbuffer()
framebufferTexture2D()
frontFace()
generateMipmap()
getActiveAttrib()
getActiveUniform()
getAttachedShaders()
getAttribLocation()
getBufferParameter()
getContextAttributes()
getError()
getExtension()
getFramebufferAttachmentParameter()
getParameter()
getProgramInfoLog()
getProgramParameter()
getRenderbufferParameter()
getShaderInfoLog()
getShaderParameter()
getShaderPrecisionFormat()
getShaderSource()
getSupportedExtensions()
getTexParameter()
getUniform()
getUniformLocation()
getVertexAttrib()
getVertexAttribOffset()
hint()
isBuffer()
isContextLost()
isEnabled()
isFramebuffer()
isProgram()
isRenderbuffer()
isShader()
isTexture()
lineWidth()
linkProgram()
pixelStorei()
polygonOffset()
readPixels()
renderbufferStorage()
sampleCoverage()
scissor()
shaderSource()
stencilFunc()
stencilFuncSeparate()
stencilMask()
stencilMaskSeparate()
stencilOp()
stencilOpSeparate()
texImage2D()
texParameter[fi]()
texSubImage2D()
uniform[1234][fi][v]()
uniformMatrix[234]fv()
useProgram()
validateProgram()
vertexAttrib[1234]f[v]()
vertexAttribPointer()
viewport()
ANGLE_instanced_arrays
EXT_blend_minmax
EXT_color_buffer_half_float
EXT_disjoint_timer_query
EXT_frag_depth
EXT_sRGB
EXT_shader_texture_lod
EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBGL_color_buffer_float
WEBGL_compressed_texture_atc
WEBGL_compressed_texture_etc1
WEBGL_compressed_texture_pvrtc
WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc_srgb
WEBGL_debug_renderer_info
WEBGL_debug_shaders
WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WebGL2RenderingContext
WebGLActiveInfo
WebGLBuffer
WebGLContextEvent
WebGLFramebuffer
WebGLObject
WebGLProgram
WebGLQuery
WebGLRenderbuffer
WebGLSampler
WebGLShader
WebGLShaderPrecisionFormat
WebGLSync
WebGLTexture
WebGLTransformFeedback
WebGLUniformLocation
WebGLVertexArrayObject