The position is depending on your modelview and projection matrix.
If the matrices are simple orthogonal projections, you should know beforehand where the quads come out on the screen.
If perspective projection is involved you either have to do the transformations yourself or let gluProject do this for you.
You need your quad vertices (in local base == model space?), the two matrices, and the viewport. gluProject delivers the final positions on the screen.
Gather the coordinates and take the bounding box. That’s the region you might want to update.
If there is any relation between texture size and viewport size intended, calculate the positions accordingly (linear interpolation).