No, actually I noticed in FitzQuake that the textures look crisper in some circumstances because FitzQuake doesn't actually resize, say, player textures.
And earlier in the year, I was doing some WAD <---> external texture stuff and was trying to figure out how to deal with, say, a 48 x 24 sized texture that is perfectly legitimate texture size. I didn't want to stretch, say, a 48 x 24 texture. I wanted to tile it. And not depend on the non-power-of-two extension.
I have some funny idea about using the Quake .map format and rendering the entire brush ... but I want it to look identical. [I know pretty much how the brushes and the winding stuff works now

Versus being confused as hell some months back ...]
And then do some "real time lighting" experiments and do math calculation experiments ... collision in particular. It is almost impossible to learn much of value or experiment with those inside of the Quake engine. Small scale experiments are better.
But, re: devices, yeah I want stuff to work on anything. I' have the OpenGL 1.x and OpenGL ES 1.0 gap dealt with.
- Code:
#include <OpenGLES/ES1/gl.h> // OpenGL ES 1
#include <OpenGLES/ES1/glext.h> // OpenGL ES 1
#define glOrtho glOrthof <------------ *snicker*
#define glFrustum glFrustumf <------------ *snicker x 2*