I'm trying to do a full screen render to texture with iOS and GL ES1. I've already achieved that using an FBO with an attached texture and it's working fine.
But i'm unsure whether my approach is correct: The iPhone screen is not power-of-two so what I did is to set glViewport to the nearest POT values to match the texture size then map it to a quad with the same size of the screen. This works, but the image looks slightly blurry.
Is it possible to draw just a portion of the texture attached to the FBO then map the quad UV coordinates accordingly?
An alternative would be to use non-pot textures but I'd like to avoid that.