WebGLRenderingContext: framebufferTexture2D() method
        
        
          
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                  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
GLenumspecifying 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.FRAMEBUFFERsets both thegl.DRAW_FRAMEBUFFERandgl.READ_FRAMEBUFFERbinding points. When referencing,gl.FRAMEBUFFERrefers to thegl.DRAW_FRAMEBUFFERbinding attachment- 
A
GLenumspecifying 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_buffersextension: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_textureextension:gl.DEPTH_STENCIL_ATTACHMENT: Depth and stencil buffer data storage.
 textarget- 
A
GLenumspecifying 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
WebGLTextureobject whose image to attach. level- 
A
GLintspecifying the mipmap level of the texture image to be attached. Must be 0. 
Return value
None (undefined).
Exceptions
- 
A
gl.INVALID_ENUMerror is thrown iftargetis notgl.FRAMEBUFFER.attachmentis not one of the accepted attachment points.textargetis not one of the accepted texture targets.
 - 
A
gl.INVALID_VALUEerror is thrown iflevelis not 0. - 
A
gl.INVALID_OPERATIONerror is thrown iftextureisn'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
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