Apologies for the late reply,
Thanks for your reply, perhaps I didn't explain myself correctly. I am fully aware that NPOT textures work, I can see it working in my testing device.
What I am interested in knowing is if by using NPOT I will be paying the cost of using them, getting slower FBO drawing speed, I know this can all be tested and it seems to be ok but I want to know if I have to expect slower drawing or if it's meant to be just as fast.
I would like to get some sort of confirmation from Apple and not just make an assumption based on the few tests I can (and have) run. I want a futureproof solution not just "this works now so I assume it must be the case"... that kind of thing.
I'm saying this because there is literally no info about OpenGL|ES 2.0 FBO texture sizes, whereas for ES3.0 there is the following affirmation in the HW Guidelines, under Best Practises for ES3.0 I have found:
When possible, your renderbuffer’s height and width should be a multiple of 32 pixels.
(found here: https://developer.apple.com/library/ios/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/OpenGLESPlatforms/OpenGLESPlatforms.html)
Which would mean that for a GL|ES 3.0 I would need to use an FBO with either width or height 2752 (32x86) as it's the next acceptable value for a 2732 screen resolution size, but then again I can't find any affirmation on the GL|ES 2.0 front.
Any confirmation on whether I should expect that this rule would apply to ES2.0 would be great. I can see why this would sort of apply to devices that can run ES3.0 as it kind of suggests me that this is part of the tiled rasterizing going on in these ES3.0 GPUs but it may be a different case for older GPUs that can't run ES3.0.
I may move my app to GL|ES 3.0 but don't want to do it just because there is something that's not well documented enough...
Any ideas?