   Max texture size
  I know I can get the maximum allowed texture size with glGet but is the value returned the maximum size for any format or do I also have to take format into consideration? I am developing under OpenGL ES 1.1 and I get back 2048 when querying the max texture size. The issue I am having is if I allow textures of that size to be created then the textures sometimes are distorted. If I limit the texture size to 256 I don't have this problem.I am using RGBA format for all my texture loads currently.   
  As far as I remember it's the size in one dimension, so just because it returns 2048 doesn't mean 2048x2048 (or even as 3D texture), but might even be only 2048x1.   ;  To query the maximum size of each type of texture, please read this page.However, the value returned may not be optimal. For instance, in the late 1990's, many graphics returned 2048 or more, but many of them only supported hardware texture mapping up to 512 or 1024, meaning that if you defined a 2048x2048 texture, you would fall back to software rendering which is horribly slow (if it ever worked). Granted you use OpenGL ES, I guess the capabilities of your graphics card are pretty limited, which kind of looks like what graphics card were able to do in the late 1990's for PC, so I think it's a good theory to assume you would encounter the same problems as these graphics card had.Unfortunately, the best way (only way?) to ensure that a specific texture size is supported and fast is to test uploading the texture and see yourself what happens.Quote:Original post by TriencoAs far as I remember it's the size in one dimension, so just because it returns 2048 doesn't mean 2048x2048 (or even as 3D texture), but might even be only 2048x1.Indeed, that is false. If the GL state query returns 2048, it means you can create a 2048x2048 texture.   