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In iOS, I have an input image, which I am rendering to an intermediate texture (using a framebuffer) and then rendering that texture to the iOS-supplied renderbuffer (also using a framebuffer, of course). This is 2D, so I'm just drawing a quad each time.

No matter what I've tried, I can't seem to get the second rendering operation to use GL_LINEAR on the texture (I'm using GL_NEAREST on the first). The only way I've seen something filtered is if both textures use GL_LINEAR. Extremely similar code (at least, the OpenGL bits) works fine on Android. Am I just doing something wrong, or does this not work on iOS?

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The answer is "yes, you can use different filtering options with different texture units in the same context". I had different issues with my program.

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