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WebGLRenderingContext: pixelStorei() method

files/en-us/web/api/webglrenderingcontext/pixelstorei/index.md

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{{APIRef("WebGL")}}{{AvailableInWorkers}}

The WebGLRenderingContext.pixelStorei() method of the WebGL API specifies the pixel storage modes.

Syntax

js-nolint
pixelStorei(pname, param)

Parameters

  • pname
    • : A {{domxref("WebGL_API/Types", "GLenum")}} specifying which parameter to set. See below for possible values.
  • param
    • : A {{domxref("WebGL_API/Types", "GLint")}} specifying a value to set the pname parameter to. See below for possible values.

Return value

None ({{jsxref("undefined")}}).

Pixel storage parameters

<table class="no-markdown"> <thead> <tr> <th scope="col">Parameter name (for <code>pname</code>)</th> <th scope="col">Description</th> <th scope="col">Type</th> <th scope="col">Default value</th> <th scope="col">Allowed values (for <code>param</code>)</th> <th scope="col">Specified in</th> </tr> </thead> <tbody> <tr> <td><code>gl.PACK_ALIGNMENT</code></td> <td>Packing of pixel data into memory</td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>4</td> <td>1, 2, 4, 8</td> <td>OpenGL ES 2.0</td> </tr> <tr> <td><code>gl.UNPACK_ALIGNMENT</code></td> <td>Unpacking of pixel data from memory.</td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>4</td> <td>1, 2, 4, 8</td> <td>OpenGL ES 2.0</td> </tr> <tr> <td><code>gl.UNPACK_FLIP_Y_WEBGL</code></td> <td>Flips the source data along its vertical axis if true.</td> <td>{{domxref("WebGL_API/Types", "GLboolean")}}</td> <td>false</td> <td>true, false</td> <td>WebGL</td> </tr> <tr> <td><code>gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL</code></td> <td>Multiplies the alpha channel into the other color channels</td> <td>{{domxref("WebGL_API/Types", "GLboolean")}}</td> <td>false</td> <td>true, false</td> <td>WebGL</td> </tr> <tr> <td><code>gl.UNPACK_COLORSPACE_CONVERSION_WEBGL</code></td> <td>Default color space conversion or no color space conversion.</td> <td>{{domxref("WebGL_API/Types", "GLenum")}}</td> <td><code>gl.BROWSER_DEFAULT_WEBGL</code></td> <td><code>gl.BROWSER_DEFAULT_WEBGL</code>, <code>gl.NONE</code></td> <td>WebGL</td> </tr> </tbody> </table>

When using a {{domxref("WebGL2RenderingContext", "WebGL 2 context", "", 1)}}, the following values are available additionally:

<table class="no-markdown"> <thead> <tr> <th scope="col">Constant</th> <th scope="col">Description</th> <th scope="col">Type</th> <th scope="col">Default value</th> <th scope="col">Allowed values (for <code>param</code>)</th> <th scope="col">Specified in</th> </tr> </thead> <tbody> <tr> <td><code>gl.PACK_ROW_LENGTH</code></td> <td>Number of pixels in a row.</td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.PACK_SKIP_PIXELS</code></td> <td> Number of pixel locations skipped before the first pixel is written into memory. </td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.PACK_SKIP_ROWS</code></td> <td> Number of rows of pixel locations skipped before the first pixel is written into memory </td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.UNPACK_ROW_LENGTH</code></td> <td>Number of pixels in a row.</td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.UNPACK_IMAGE_HEIGHT</code></td> <td>Image height used for reading pixel data from memory</td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.UNPACK_SKIP_PIXELS</code></td> <td> Number of pixel images skipped before the first pixel is read from memory </td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.UNPACK_SKIP_ROWS</code></td> <td> Number of rows of pixel locations skipped before the first pixel is read from memory </td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> <tr> <td><code>gl.UNPACK_SKIP_IMAGES</code></td> <td> Number of pixel images skipped before the first pixel is read from memory </td> <td>{{domxref("WebGL_API/Types", "GLint")}}</td> <td>0</td> <td>0 to <code>Infinity</code></td> <td>OpenGL ES 3.0</td> </tr> </tbody> </table>

Examples

Setting the pixel storage mode affects the {{domxref("WebGLRenderingContext.readPixels()")}} operations, as well as unpacking of textures with the {{domxref("WebGLRenderingContext.texImage2D()")}} and {{domxref("WebGLRenderingContext.texSubImage2D()")}} methods.

js
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.PACK_ALIGNMENT, 4);

To check the values for packing and unpacking of pixel data, you can query the same pixel storage parameters with {{domxref("WebGLRenderingContext.getParameter()")}}.

js
gl.getParameter(gl.PACK_ALIGNMENT);
gl.getParameter(gl.UNPACK_ALIGNMENT);

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also

  • {{domxref("WebGLRenderingContext.readPixels()")}}
  • {{domxref("WebGLRenderingContext.texImage2D()")}}
  • {{domxref("WebGLRenderingContext.texSubImage2D()")}}