   Texture size question
  for my sprite system i load an 1024 *512 texture at once.And then i create small quad's that are  using 64*64 of this big texture(by texture coordinates u.v) But suddenly :)  i thought that every card can't support 1024* 1024 texture size :) .Is this true? if so how old are they ..i am trying to make a casual game.so i want to support as much hardware as possible...What should i do ? load 1024*1024 image on a surface then create a texture from this surface?.also in  my scrolling animation i am using a texture 1024*1024 and then divide this to 4  512*512 texture.and making my scroolling animation.What should i do ? because 512*512 may be not avaible on some devices..   
  I don't have the DirectX SDK on this machine, but there's a spreadsheet of graphics card capabilities with it, which includes maximum texture sizes. Pretty much all cards support at least 1024x1024, even my nVidia TNT2 supported 1024x1024 I believe. And an old voodoo 2 I had (Diamond Monster 3D II) supported 512x512.In my current project, I do something similar for managing tiles. I create bitmap images that are 256x256 (Lowest possible maximum for a card), and at runtime I query the maximum texture size, and build a larger texture sheet from that. For example, I may create a 2048x2048 texture, which would let me store 64 of those 256x256 images on it. I create as many sheets as I need, and swap them as needed by the renderer.   ;  I remember the old RageProTurbo(ATI XPert98) could do atleast 1K x 1K.  I wouldn't be worried about 1K texture size support.   