I would like to know if there is any kind of limitation on the texture size that can be used in any Android Opengl Es 2.0 projects. I understand that having a huge texture of size 4096x4096 is a bit meaning less as it is rendered on a small screen. But What if the requirement is to switch between many textures at run time? And If I want to have a texture atlas to do a quick single upload instead of multiple smaller texture upload. Please let me know your ideas in this regards.
Also I am sure there has to be a limitation on the size of image that can be processed by a device, as the memory on the device is limited. But I would like to know if it is resolution based or is it size based. I mean if a device has a limitation of 1024x1024 image size can it handle a compressed texture of size 2048x2048 that would be of same size approx as uncompressed 1024x1024.
Also please let me know on an general basis usually how much the limitation on texture size or resolution normal devices running android 2.2 and above would be.
Also please let me know if there are any best practices when handling high resolution images in opengles 2.0 to get best performance in both load time and also run time.