WebGL2RenderingContext: texStorage2D() method

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since September 2021.

The WebGL2RenderingContext.texStorage2D() method of the WebGL API specifies all levels of two-dimensional texture storage.

Syntax

js
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.R16F
  • gl.R32F
  • gl.R8UI
  • gl.RG8
  • gl.RG16F
  • gl.RG32F
  • gl.RG8UI
  • gl.RGB8
  • gl.SRGB8
  • gl.RGB565
  • gl.R11F_G11F_B10F
  • gl.RGB9_E5
  • gl.RGB16F
  • gl.RGB32F
  • gl.RGB8UI
  • gl.RGBA8
  • gl.SRGB8_ALPHA8
  • gl.RGB5_A1
  • gl.RGBA4
  • gl.RGBA16F
  • gl.RGBA32F
  • gl.RGBA8UI

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_RGBA8_ETC2_EAC
  • gl.COMPRESSED_SRGB8_ETC2
  • gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
  • gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
  • gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
width

A GLsizei specifying the width of the texture.

height

A GLsizei specifying the height of the texture.

Return value

None (undefined).

Examples

js
gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8, 256, 256);

Specifications

Specification
WebGL 2.0 Specification
# 3.7.6

Browser compatibility

BCD tables only load in the browser

See also