I've been thinking this a lot, does it make rendering slower if i switch huge textures, instead of switching many slightly smaller textures with glBindTexture() ? I've had the idea in my mind that the GPU copies the texture data to faster memory place every time glBindTexture() is used, so i thought that big textures would take longer to copy too.
But, I remember using many small textures for creating animation before, and it was horribly slow on some gfx card, but when i put the animation frames on a single texture, the performance went sky high. Still, i had no performance problems on some other gfx card in both cases.
That said, should i always use the biggest possible texture surface size? (if i dont waste much empty texture space there ofc.)