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WebGLRenderingContext: checkFramebufferStatus() method - Web APIs | MDN
WebGLRenderingContext: checkFramebufferStatus() method Baseline Widely available
The WebGLRenderingContext.checkFramebufferStatus()
method
of the WebGL API returns the completeness
status of the WebGLFramebuffer
object.
checkFramebufferStatus(target)
target
A GLenum
specifying the binding point (target). Possible values:
gl.FRAMEBUFFER
Collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
When using a WebGL 2 context ,
the following values are available additionally:
gl.DRAW_FRAMEBUFFER
Equivalent to gl.FRAMEBUFFER
.
Used as a destination for drawing, rendering, clearing, and writing operations.
gl.READ_FRAMEBUFFER
Used as a source for reading operations.
A GLenum
indicating the completeness status of the framebuffer or
0
if an error occurs. Possible enum return values:
gl.FRAMEBUFFER_COMPLETE
: The framebuffer is ready to display.
gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT
: The attachment types are
mismatched or not all framebuffer attachment points are framebuffer attachment
complete.
gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
: There is no attachment.
gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS
: Height and width of the
attachment are not the same.
gl.FRAMEBUFFER_UNSUPPORTED
: The format of the attachment is not
supported or if depth and stencil attachments are not the same renderbuffer.
When using a WebGL 2 context , the
following values can be returned additionally:
gl.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
: The values of
gl.RENDERBUFFER_SAMPLES
are different among attached renderbuffers,
or are non-zero if the attached images are a mix of renderbuffers and textures.
When using the OVR_multiview2
extension, the following value can be
returned additionally:
ext.FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR
: If
baseViewIndex
is not the same for all framebuffer attachment points
where the value of FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
is not
NONE
, the framebuffer is considered incomplete.
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
const framebuffer = gl.createFramebuffer();
// …
gl.checkFramebufferStatus(gl.FRAMEBUFFER);