- Query maximum supported dimensions of `glViewport()` when initializing
so we don't have to worry about differently sized textures when
rendering (usually the same as the maximum supported texture size, but
dependend on the driver).
- Set projection matrix in all shaders at startup to queried viewport
dimensions. Allows using screen coordinates for all vertex positions
without having to keep track of framebuffer dimensions.
- Follow recommendations and set `glViewport()` to queried maximum dimensions
for each draw call (`glDraw*()`, `glClear()`).
Related: #349