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Home/ Questions/Q 8912145
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T04:07:34+00:00 2026-06-15T04:07:34+00:00

I have a WebGLTexture object. How do I get pixels of that texture (similar

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I have a WebGLTexture object. How do I get pixels of that texture (similar to WebGL’s readPixels, but for a texture)?

One idea I have is to create a canvas and a WebGL context with preserveDrawingBuffer=true, and render my texture on this canvas so that it shows 2D flat, and then use readPixels. Is this approach reasonable? Does anyone have a sample code for this?

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  1. Editorial Team
    Editorial Team
    2026-06-15T04:07:35+00:00Added an answer on June 15, 2026 at 4:07 am

    You can try attaching the texture to a framebuffer and then calling readPixels on the frame buffer.

    at init time

    // make a framebuffer
    fb = gl.createFramebuffer();
    
    // make this the current frame buffer
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    
    // attach the texture to the framebuffer.
    gl.framebufferTexture2D(
        gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
        gl.TEXTURE_2D, texture, 0);
    
    // check if you can read from this type of texture.
    let canRead = (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE);
    
    // Unbind the framebuffer
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    

    at read time

    if (canRead) {
       // bind the framebuffer
       gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    
       // read the pixels
       gl.readPixels(......);
    
       // Unbind the framebuffer
       gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    }
    

    For textures of format = gl.RGBA, type = gl.UNSIGNED_BYTE canRead should always be true. For other formats and types canRead might be false.

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