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copyTexImage2D method

Copies a rectangle of pixels from the current WebGLFramebuffer into a texture image.

IE11

Syntax

WebGLRenderingContext.copyTexImage2D(target, level, format, x, y, width, height, border);

Parameters

target [in]

Type: Number

One of the following:

ValueMeaning
gl.TEXTURE_2D

Uses 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.

 

level [in]

Type: Number

The level of detail. Level 0 equals the base image level. Additional levels (n) equal the nth mipmap reduction image. See generateMipmap to create mipmaps.

format [in]

Type: Number

Specifies the internal format of the texture.

ValueMeaning
gl.ALPHA

Each element is a single alpha component. The system converts it to floating point, clamped to the range [0, 1], and assembles it into an RGBA element by placing attaching 0.0 to the red, green and blue channels.

gl.LUMINANCE

Each element is a single luminance component. The system converts it to floating point value, clamped to the range [0, 1], and assembles it into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.

gl.LUMINANCE_ALPHA

Each element is an luminance/alpha double. The systems converts each component to floating point, clamped to the range [0, 1], and assembles them into an RGBA element by placing the luminance value in the red, green and blue channels.

gl.RGB

Red, green, and blue channels.

gl.RGBA

Red, green, blue, and alpha (transparency) channels.

 

x [in]

Type: Number

Horizontal coordinate of the lower left corner of the pixels to copy.

y [in]

Type: Number

Vertical coordinate of the lower left corner of the pixels to copy.

width [in]

Type: Number

The width of the rectangle or box you want to copy from. A 2D texture image needs to be at least 64 texels wide, and cube-mapped texture images should be 16 texels wide.

height [in]

Type: Number

The height of the rectangle or box you want to copy from. A 2D texture image needs to be at least 64 texels high, and cube-mapped texture images should be 16 texels high.

border [in]

Type: Number

Width of border. Always 0.

Return value

This method does not return a value.

Remarks

CopyTexImage2D doesn't support floating point texture sources or destinations.

WebGL errorDescription
gl.INVALID_ENUMValue of target is not one of the specified constants.
gl.INVALID_VALUE
  • The value of level is < 0.
  • If xoffset is < 0.
  • If yoffset is < 0.
  • If xoffset + width is greater than the width of the image being modified.
  • If yoffset + height is greater than the height of the image being modified.
  • If width or if height is < 0.
gl.INVALID_OPERATIONNo WebGLTexture is bound.
gl.INVALID_FRAMEBUFFER_OPERATION --

 

See also

WebGLRenderingContext
copyTexSubImage2D

 

 

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