- @ref AbstractShaderProgram::validate() expects that the shader has a
properly configured framebuffer bound along with proper @ref Renderer
setup. That is often hard to achieve, so the function cannot be portably
used for shader validity testing.
- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on
macOS and gives zero results.
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html)
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)
@subsection best-practices-ios iOS
- GLSL `texelFetch()` returns zero results if you have a texture with integer
type and the filtering is not @ref Sampler::Filter::Nearest. Yes, it
shouldn't matter, but it does.
- OpenGL ES 3.0 contexts don't support rendering to 32-bit float textures.
However, it is possible to work around that issue by creating 32-bit
unsigned integer texture
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html)
- [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)