glCompressedTexSubImage2D use for real subrect of bigger texture
I read spec and exceptions, but I'm not sure still. Is it possible to use glCompressedTexSubImage2D for place smaller texture into bigger texture? For example.. I have texture 512x512 and 4 textures 256x256. I want to create atlas of texture dynamically right through the code. Everything works fine with glTexSubImage2D, but with glCompressedTexSubImage2D not.
Maybe is because compressed textures are more complex and it's not possible to find the location for smaller compressed texture into bigger. How can I solve the problem if I need to use dynamic generated atlases + PVR textures? Seems it's not possible. Two options:
use much more draw calls and PVRs textures or standard textures from png file for example. Am I right?