The WebGLRenderingContext.activeTexture()
method of the
WebGL API specifies which texture unit to
make active.
Syntax
void gl.activeTexture(texture);
Parameters
texture
- The texture unit to make active. The value is a
gl.TEXTUREI
where I is within the range from 0 togl.MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1
.
Return value
None.
Exceptions
If texture is not one of gl.TEXTUREI
, where I
is within the range from 0 to gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1
, a
gl.INVALID_ENUM
error is thrown.
Examples
The following call selects gl.TEXTURE1
as the current texture. Subsequent
calls that modify the texture state will affect this texture.
gl.activeTexture(gl.TEXTURE1);
The number of texture units is implementation dependent, you can get this number with
the help of the MAX_COMBINED_TEXTURE_IMAGE_UNITS
constant. It is, per
specification, at least 8.
gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
To get the active texture, query the ACTIVE_TEXTURE
constant.
gl.activeTexture(gl.TEXTURE0);
gl.getParameter(gl.ACTIVE_TEXTURE);
// returns "33984" (0x84C0, gl.TEXTURE0 enum value)
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 1.0 The definition of 'activeTexture' in that specification. |
Recommendation | Initial definition. |
OpenGL ES 2.0 The definition of 'glActiveTexture' in that specification. |
Standard | Man page of the OpenGL API. |
Browser compatibility
BCD tables only load in the browser
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.