I know that on mobile devices, the largest texture you could render in a single draw differs: sometimes it is a mere 1024x1024 - other times 2048x2048 etc.
What is the case for Desktop games? I am using OpenGL 2.0.
I intend to draw one single background sprite that could be as big as 5000x5000. I am guessing that TexturePacker is not quite useful in this scenario, because I don't really need an atlas since I'm just trying to make a single sprite.
Yes, I just tested for 5000x5000 and it works just fine. Just wondering if there's an actual limit to consider. Maybe it differs from one computer to another?
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