Can you render a VBO of quads each with a different texture?. Now, i read about sorting by texture or texture atlasses but that still doesn't answer my question. I'm working on a 2d game. Now my animated sprites are going to have a texture atlas for their frames and also a normal map, and all of them are going to share the same VBO (if possible). So each sprite is going to have an atlass (some animations could have lots of frames and poses that could maybe fill a 4096\*4096 texture). So is it possible? Yes or no. If not is it efficient to have an indexed VBO for each sprite with all the texture coords for all its animation frames and to send only 4 indices each frame (for a single animation frame) and change the texture for each VBO?
EDIT: also some of them may be moving(obviously) and some may be not.

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After thinking about it a bit i realised that memory usage is also a problem. Those texture atlasses are going to eat a lot of memory. A 4096\*4096 RGBA texture takes 64 MB, wich is a lot (and that's without the normal map wich would double the usage). And i don't think i could cram so many animations into a single atlass. Older games like Diablo, or those on Infinity Engine required only a few megs of VRAM and they looked very good.