title: Bad texture on Android devices with lower GL_MAX_TEXTURE_SIZE
body: <p>I recently tested one of my games on several Android devices. During that, I came across a weird encounter with Galaxy S2. When I launched the game, the whole game was working fine except the background. The background of the game was appearing black instead of the intended texture. While searching through the internet, I came across <a href="http://www.java-gaming.org/index.php?topic=27795.0" rel="nofollow">this forum</a> and realized that this was a bad texture problem on Galaxy S2 because the background image for the game was contained in a separate and very large sprite sheet (4096) while the rest of the actors for the game were contained in a smaller one. From this, I conceived that this was something related to GL_MAX_TEXTURE_SIZE.</p>
  
  <p>Now my question is: Is it possible for a device with a large display such as the <a href="http://www.google.com.pk/nexus/10/specs/" rel="nofollow">Google Nexus 10</a> (with a width of 2560 ) to have a GL_MAX_TEXTURE_SIZE of perhaps 2048? </p>
  
  <p>And moreover, what is the most common GL_MAX_TEXTURE_SIZE on Android devices and how to cater with such kind of problems if you also want your application to serve devices with very large resolutions?</p>