   Best way to render images
  What i know currently is define vertex buffer for a quad and then map texture (the image) on it. But if the application is running on large resolution or like, the image will be just streched to map on the quad resulting a bad result. What are the best ways to acheive sharp and clean result for rendering images at any resolution (supporting dynamic display sizing)?   
  There isn't really a good way to do this beyond having multi-resolution source images. A computer can add/remove data by "guessing" what should be there, but it's a fundamentally limited method.For example, bilinear filtering tends to fall apart when the scaling factor is greater than 2. Thus you could use a 1024x1024 texture for all sizes between 512x512 and 2048x2048 with reasonably good results. However, as you tend towards the extremes of that range the image will lose it's sharpness.hthJack   