# Texture3D (WebGL 2) 3D textures hold basic volumetric textures and can be thought of 3-dimentional arrays with a width, height and depth. They hold image memory of a certain format and size, determined at initialization time. They can be sampled in shaders using the `texture` function with a 3D texture coordinate. Most texture related functionality is implemented by and documented on the [Texture](/docs/api-reference/webgl/texture) base class. For additional information, see [OpenGL Wiki](https://www.khronos.org/opengl/wiki/Texture). ## Usage Create a new 3D texture ```js if (Texture3D.isSupported()) { texture3D = new Texture3D(gl, {...}); } ``` ## Members * `handle` - The underlying `WebGLTexture` * `target` - Always `GL.TEXTURE_3D` * `width` - width of texture * `height` - height of texture * `depth` - depth of the texture * `format` - format of texture ## Methods `Texture3D` is a subclass of the [Texture](/docs/api-reference/webgl/texture) and [Resource](/docs/api-reference/webgl/resource) classes and inherit all methods and members of those classes. Note that `setSubImageData` is not currently supported for 3D textures. ### Texture3D.isSupported(gl) Returns true if the context supports creation of `Texture3Ds`. ### constructor `new Texture3D(gl, {parameters})`; ``` const texture = new Texture3D(gl, { width: TEXTURE_DIMENSIONS, height: TEXTURE_DIMENSIONS, depth: TEXTURE_DIMENSIONS, data: textureData, format: gl.RED, dataFormat: gl.R8 }); ``` * `gl` (WebGLRenderingContext) - gl context * `data`=`null` (\*) - See below. * `width`=`0` (*Number*) - The width of the texture. * `height`=`0` (*Number*) - The height of the texture. * `depth`=`0` (*Number*) - The depth of the texture. * `mipmaps`=`true` (*Boolean*) - whether to generate mipmaps * `format` (*enum*, default `GL.RGBA`) - internal format that WebGL should use. * `type` (*enum*, default is autodeduced from format) - type of pixel data (GL.UNSIGNED_BYTE, GL.FLOAT etc). * `dataFormat` (*enum*, default is autodeduced from `format`) - internal format that WebGL should use. * `parameters`=`{}` (object) - texture ## Limits * The maximum size of a `Texture3D` (width/height/depth) is implementation defined, it can be queried via `GL.MAX_3D_TEXTURE_SIZE` (at least 256).