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Clarify GLES/WebGL difference with uninitialized compressed textures. #3688

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15 changes: 15 additions & 0 deletions specs/latest/2.0/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -4467,6 +4467,21 @@ <h3><a name="GENERIC_TRANSFORM_FEEDBACK_BUFFER">Generic TRANSFORM_FEEDBACK_BUFFE
A similar change was made in OpenGL ES 3.2.
</div>

<h3><a name="UNINITIALIZED_COMPRESSED_TEXTURES">Uninitialized Compressed Textures</a></h3>

<p>
In OpenGL ES 2.0 the specification omitted declaring whether it should be possible to create a
compressed 2D texture with uninitialized data. In WebGL 1.0, this is explicitly disallowed.
</p>
<p>
In OpenGL ES 3.0 it is explicitly allowed to create a compressed 2D texture with uninitialized
data by passing <code>null</code> to <code>glCompressedTexImage2D</code>. In WebGL 2.0,
however, this is still explicitly disallowed. Users can use <code>texStorage2D</code> with a
compressed internal format to allocate zero-initialized compressed textures; these textures
are however immutable, and not completely compatible with textures allocated
via <code>compressedTexImage2D</code>.
</p>

<!-- ======================================================================================================= -->

<h2>References</h2>
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