I've created an runtime texture atlas for atlassing tilemaps and animations on runtime. Also I use this for texture sharing. (I push multiple tilesets and animations on one texture!) For Dx I can just use 16384 (Desktop, not ARM) and for GL I want to query MAX_TEXTURE_SIZE.
I have this working on Android:
GL.GetInteger(GetPName.MaxTextureSize, out t);
But I can't get it to work on Mac or IOS. I probably need a
using directive to make it work.!? But I don't know which that would be.
Or is there perhaps an other - more generic MonoGame - way to determine the max size of a Texture2D?
Many thanks on any advice on this!