I know this is such a trivial question, yet I haven't found any information that seems to help, starting from glGet()'s documentation. I'm using my textures as sprites, so it's crucial that I keep track of their sizes in texels/pixels.
When I'm creating my textures with glTexImage2D() I'm required to pass the size of the pixel data array to it. But does OpenGL store it anywhere, or do I have to keep track of them in my code? (This feels awkward, as client code would still be able to overwrite the texture with glTexImage2D() / glTexSubImage2D() / glCopyTexImage2D() etc. calls while not changing the size accordingly, thereby resulting in visual distortions.)
 
     
    