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What's more, when your data is in a TypedArray, you can upload the whole thing to a texture with a single call to WebGLRenderingContext#texImage2D.


Canvas supports a similiar method: getImageData returns a Uint8ClampedArray, putImageData stores it back into the context.

https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/...




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