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[Public WebGL] Reason for not allowing generateMipmaps with compressed textures



Just curious about this one, wondering if someone on the list has a
good explanation. In Chrome the behavior of generateMipmaps recently
changed to fail if the bound texture is compressed. It's my
understanding that this was to stay compliant with the ES standard.

However, before it was explicitly disallowed (in this ticket:
http://code.google.com/p/chromium/issues/detail?id=121476) generating
mipmaps on compressed textures seemed to work just fine. So the
question is: If we're capable of doing it why go through the trouble
of preventing it? Is this another mobile vs. desktop issue?

--Brandon

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