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 as- gl.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 if- targetis not- gl.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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