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Home/ Questions/Q 208063
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T17:47:29+00:00 2026-05-11T17:47:29+00:00

i have a 1024 x 1024 image I use for a texture in my

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i have a 1024 x 1024 image I use for a texture in my game for the background.

Im wondering if their is a proper way to handle drawing a large background texture.

How I am doing it currently:

texCoord { 0,0,1,0,0,1,1,1 }
vertice { 0,0,0,height,width,0,width,height }
texCoordPointer(texCoord)
vertexPointer(vertice)

bind the texture
enable client (texCoordArr, vertexCoordArr)
drawArray
disable client (texCoordArr, vertexCoordArr)
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  1. Editorial Team
    Editorial Team
    2026-05-11T17:47:29+00:00Added an answer on May 11, 2026 at 5:47 pm

    That’s fine…

    I don’t know if the GL|ES on the iPhone supports the glDrawTexOES extension, but if it does you may safe some lines of code. It won’t make drawing any faster though.

    Also some additional hints:

    • try to make the texture exactly as large as the screen. There is no need to store the image in 1024*1024 if the real resolution is more around 480*320. If you zoom or pan the image it’s another thing of course.

    • You may save quite a bit of memory if you don’t upload mipmaps for the backdrop.

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