I\'m making an universal openGL based app that should work on ipod/iphone 2G/3G/3GS/4 and iPad.
To deliver the best possible graphics I need to switch between diffe
Yes, use glGetIntegerv like:
int maxTextureSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
Then you can use at most a maxTextureSize x maxTextureSize texture.