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23 changes: 23 additions & 0 deletions specs/latest/2.0/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -2210,8 +2210,31 @@ <h4>Texture objects</h4>
<p><em>offset</em> is the byte offset into the WebGLBuffer's data store; generates an <code>INVALID_VALUE</code> error if it's less than 0.</p>
<p>The ETC2 and EAC texture formats defined in OpenGL ES 3.0 are <a href="#NO_ETC2_EAC">not available in WebGL 2.0</a>.
</dd>

<dt class="idl-code">
[throws] undefined texElementImage2D(GLenum target, GLint level, GLint internalformat, GLenum format, GLenum type,
Element element);
</dt>
<dd>
<p>Renders the given element to the currently bound WebGLTexture.</p>
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<p>The width and height of the texture are derived from the CSS width and height of the element at the time of rendering. Add links to whatwg.</p>
<p>TBD: define state of rendering + security. These will be more links to whatwg</p><p></p>
<p>If no WebGLBuffer is bound to the <code>PIXEL_PACK_BUFFER</code> target, generates an
<code>INVALID_OPERATION</code> error.</p>
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<p>The combination of <em>internalformat</em>, <em>format</em>, and <em>type</em> must be listed in the following table:</p>
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<table id="TEXTURE_TYPES_FORMATS_FROM_DOM_ELEMENTS_TABLE_2">
<tr><th>Internal Format</th><th>Format</th><th>Type</th></tr>
<tr><td>RGB</td><td>RGB</td><td>UNSIGNED_BYTE</td></tr>
<tr><td>RGBA</td><td>RGBA</td><td>UNSIGNED_BYTE</td></tr>
<tr><td>RGB16F</td><td>RGB</td><td>HALF_FLOAT<br>FLOAT</td></tr>
<tr><td>RGB32F</td><td>RGB</td><td>FLOAT</td></tr>
<tr><td>RGBA16F</td><td>RGBA</td><td>HALF_FLOAT<br>FLOAT</td></tr>
<tr><td>RGBA32F</td><td>RGBA</td><td>FLOAT</td></tr>
</table>
</dd>
</dl>


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

<h4>Programs and Shaders</h4>
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3 changes: 3 additions & 0 deletions specs/latest/2.0/webgl2.idl
Original file line number Diff line number Diff line change
Expand Up @@ -558,6 +558,9 @@ interface mixin WebGL2RenderingContextOverloads
optional unsigned long long srcOffset = 0,
optional GLuint srcLengthOverride = 0);

undefined texElementImage2D(GLenum target, GLint level, GLint internalformat, GLenum format, GLenum type,
Element element);

undefined uniform1fv(WebGLUniformLocation? location, Float32List data, optional unsigned long long srcOffset = 0,
optional GLuint srcLength = 0);
undefined uniform2fv(WebGLUniformLocation? location, Float32List data, optional unsigned long long srcOffset = 0,
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