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texImage2D(target, level, internalformat, width, height, border, format, type, pixels)
wantspixels
as UInt8Array.texImage2D(target, level, internalformat, format, type, pixels)
wantspixels
as ImageData.
For example:
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
I think the second variant of texImage2D should accept ImageData too.
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