/em> is treated as a byte offset into the buffer object's data store.
        </p><p>
            To minimize errors, first verify that the texture is compressed by calling
            <a class="citerefentry" href="glGetTexLevelParameter"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a> with argument <code class="constant">GL_TEXTURE_COMPRESSED</code>.  If
            the texture is compressed, then determine the amount of memory required to
            store t