- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html)
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3)
@subsection best-practices-nacl Google Chrome Native Client
- [Best practices for 3D graphics](https://developers.google.com/native-client/beta/devguide/coding/3D-graphics#best-practices)
WebGL is subset of OpenGL ES 2.0 with some [specific restrictions and features](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6), namely requirement
for unique buffer target binding, aligned buffer offset and stride and some
other restrictions and also support for combined depth/stencil buffer
attachments. See @ref Buffer, @ref Framebuffer, @ref Texture::setSubImage() "*Texture::setSubImage()",