I'm developing a game (with libGDX, for Windows, Linux and Android, based on OpenGL 2). I know that there are some technical restrictions/requirements when it comes to texture sizes in OpenGL. But I've heard conflicting statements about these so I need some clarification:
- Maximum texture size: I guess it's device dependent and somewhat about 2048x2048 should be save on halfway modern devices. Correct? Does this apply to the texture atlas or the whole texture object?
- Power-of-two: OpenGL 2 supports textures with a edge length that is not a power of two. But I've heard that it might be safer to use such old-fashinod sized textures. Correct?
- Bitmap size: Does the size of the bitmap (e.g.
player_sprite.png
) that is loaded into the game have anything to do with this maximum texture size or this power-of-two thing?