WebGLRenderingContext: bindTexture() 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.bindTexture() method of the WebGL API binds a given
WebGLTexture to a target (binding point).
Syntax
bindTexture(target, texture)
Parameters
target-
A
GLenumspecifying the binding point (target). Possible values:gl.TEXTURE_2D-
A two-dimensional texture.
gl.TEXTURE_CUBE_MAP-
A cube-mapped texture.
When using a WebGL 2 context, the following values are available additionally:
gl.TEXTURE_3D-
A three-dimensional texture.
gl.TEXTURE_2D_ARRAY-
A two-dimensional array texture.
texture-
A
WebGLTextureobject to bind. Ifnullis passed, the currently bound texture for the specified target is unbound.
Return value
None (undefined).
Exceptions
A gl.INVALID_ENUM error is thrown if target is not
gl.TEXTURE_2D, gl.TEXTURE_CUBE_MAP,
gl.TEXTURE_3D, or gl.TEXTURE_2D_ARRAY.
Examples
>Binding a texture
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
Unbinding a texture
// Unbind any texture currently bound to TEXTURE_2D
gl.bindTexture(gl.TEXTURE_2D, null);
Getting current bindings
To check the current texture binding, query the gl.TEXTURE_BINDING_2D or
gl.TEXTURE_BINDING_CUBE_MAP constants.
gl.getParameter(gl.TEXTURE_BINDING_2D);
Specifications
| Specification |
|---|
| WebGL Specification> # 5.14.8> |
| WebGL 2.0 Specification> # 3.7.1> |
Browser compatibility
Loading…