constraints are violated.
</p>
</feature>
+ <feature>
+ <p>
+ As per the OpenGL ES spec, there is no guarantee that the OpenGL ES implementation
+ will use the texture type to determine how to store the depth texture internally.
+ It may choose to downsample the 32-bit depth values to 16-bit or even 24-bit.
+ When a depth or depth/stencil texture is attached to a framebuffer object, calls to getParameter
+ with the DEPTH_BITS and STENCIL_BITS enums return the following:
+ <table>
+ <tr>
+ <th>Texture Type</th>
+ <th>DEPTH_BITS (GLint)</th>
+ <th>STENCIL_BITS (GLint)</th>
+ </tr>
+ <tr>
+ <td>UNSIGNED_SHORT</td>
+ <td>>= 16</td>
+ <td>0</td>
+ </tr>
+ <tr>
+ <td>UNSIGNED_INT</td>
+ <td>>= 16</td>
+ <td>0</td>
+ </tr>
+ <tr>
+ <td>UNSIGNED_INT_24_8_WEBGL</td>
+ <td>>= 24</td>
+ <td>>= 8</td>
+ </tr>
+ </table>
+ </p>
+ </feature>
</features>
</overview>
<idl xml:space="preserve">