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WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL How to support both WebGL and WebGL2
WebGL 3D - Data Textures
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about textures.

In the last post we went over how textures work and how to apply them. We created them from images we downloaded. In this article instead of using an image we'll create the data in JavaScript directly.

Creating data for a texture in JavaScript is pretty straight forward. By default, WebGL1 only supports a few types of textures

FormatTypeChannelsBytes per pixel
RGBAUNSIGNED_BYTE44
RGBUNSIGNED_BYTE33
RGBAUNSIGNED_SHORT_4_4_4_442
RGBAUNSIGNED_SHORT_5_5_5_142
RGBUNSIGNED_SHORT_5_6_532
LUMINANCE_ALPHAUNSIGNED_BYTE22
LUMINANCEUNSIGNED_BYTE11
ALPHAUNSIGNED_BYTE11

Let's create a 3x2 pixel LUMINANCE texture. Because it's LUMINANCE texture there is only 1 value per pixel and it is repeated for each R, G, and B channels.

We'll take the sample from the last article. First we'll change the texture coordinates to use the entire texture on each face of the cube.

// Fill the buffer with texture coordinates the cube.
function setTexcoords(gl) {
  gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array([
        // front face
        0, 0,
        0, 1,
        1, 0,
        1, 0,
        0, 1,
        1, 1,
        ...

Then we'll change the code that creates a texture

// Create a texture.
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

-// Fill the texture with a 1x1 blue pixel.
-gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
-              new Uint8Array([0, 0, 255, 255]));

// fill texture with 3x2 pixels
const level = 0;
const internalFormat = gl.LUMINANCE;
const width = 3;
const height = 2;
const border = 0;
const format = gl.LUMINANCE;
const type = gl.UNSIGNED_BYTE;
const data = new Uint8Array([
  128,  64, 128,
    0, 192,   0,
]);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border,
              format, type, data);

// set the filtering so we don't need mips and it's not filtered
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

-// Asynchronously load an image
-...

And here's that

Oops! Why is this not working?!?!?

Checking the JavaScript console we see this error something like this

WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request

It turns out there's a kind of obscure setting in WebGL left over from when OpenGL was first created. Computers sometimes go faster when data is a certain size. For example it can be faster to copy 2, 4, or 8 bytes at a time instead of 1 a time. WebGL defaults to using 4 bytes at a time so it expects each row of data to be a multiple of 4 bytes (except for the last row).

Our data above is only 3 bytes per row, 6 bytes total but WebGL is going to try to read 4 bytes for the first row and 3 bytes for the 2nd row for a total of 7 bytes which is why it's complaining.

We can tell WebGL to deal with 1 byte at a time like this

const alignment = 1;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, alignment);

Valid alignment values are 1, 2, 4, and 8.

I suspect in WebGL you will not be able to measure a difference in speed between aligned data and un-aligned data. I wish the default was 1 instead of 4 so this issue wouldn't bite new users but, in order to stay compatible with OpenGL the default needed to stay the same. That way if a ported app supplies padded rows it will work unchanged. At the same time, in a new app you can just always set it to 1 and then be done with it.

With that set things should be working

And with that covered lets move on to rendering to a texture.

Pixel vs Texel

Sometimes the pixels in a texture are called texels. Pixel is short for Picture Element. Texel is short for Texture Element.

I'm sure I'll get an earful from some graphics guru but as far as I can tell "texel" is an example of jargon. Personally I generally use "pixel" when referring to the elements of a texture without thinking about it. 😇