texStorage2D(target, levels, internalformat, width, height)
Parameters
target
A GLenum
specifying the binding point (target) of the active texture. Possible values:
gl.TEXTURE_2D
: A two-dimensional texture.gl.TEXTURE_CUBE_MAP
: A cube-mapped texture.levels
A GLint
specifying the number of texture levels.
internalformat
A GLenum
specifying the texture store format. Possible values:
gl.R8
gl.R8_SNORM
gl.R16F
gl.R32F
gl.R8UI
gl.R8I
gl.R16UI
gl.R16I
gl.R32UI
gl.R32I
gl.RG8
gl.RG8_SNORM
gl.RG16F
gl.RG32F
gl.RG8UI
gl.RG8I
gl.RG16UI
gl.RG16I
gl.RG32UI
gl.RG32I
gl.RGB8
gl.SRGB8
gl.RGB565
gl.RGB8_SNORM
gl.R11F_G11F_B10F
gl.RGB9_E5
gl.RGB16F
gl.RGB32F
gl.RGB8UI
gl.RGB8I
gl.RGB16UI
gl.RGB16I
gl.RGB32UI
gl.RGB32I
gl.RGBA8
gl.SRGB8_ALPHA8
gl.RGBA8_SNORM
gl.RGB5_A1
gl.RGBA4
gl.RGB10_A2
gl.RGBA16F
gl.RGBA32F
gl.RGBA8UI
gl.RGBA8I
gl.RGB10_A2UI
gl.RGBA16UI
gl.RGBA16I
gl.RGBA32UI
gl.RGBA32I
gl.DEPTH_COMPONENT16
gl.DEPTH_COMPONENT24
gl.DEPTH_COMPONENT32F
gl.DEPTH24_STENCIL8
gl.DEPTH32F_STENCIL8
Unlike OpenGL 3.0, WebGL 2 doesn't support the following ETC2 and EAC compressed texture formats (see section 5.37 in the WebGL 2 spec). You might be able to enable them via the WEBGL_compressed_texture_etc
extension, though.
gl.COMPRESSED_R11_EAC
gl.COMPRESSED_SIGNED_R11_EAC
gl.COMPRESSED_RG11_EAC
gl.COMPRESSED_SIGNED_RG11_EAC
gl.COMPRESSED_RGB8_ETC2
gl.COMPRESSED_SRGB8_ETC2
gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
gl.COMPRESSED_RGBA8_ETC2_EAC
gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
For the description of these formats, see WebGLRenderingContext.texImage2D()
. Because texStorage2D
does not actually specify a buffer source, the format
and type
parameters are irrelevant, and can be considered to be any of the valid values corresponding to the internalformat
.
width
A GLsizei
specifying the width of the texture in texels.
height
A GLsizei
specifying the height of the texture in texels.
None (undefined
).
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8, 256, 256);
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