I'm attempting to display a rather large bitmap VIA an ImageView, which when Hardware Acceleration is enabled of course, has issues with texture sizes (I'm well aware of texture size limitations in 3D engines). My question is how to get what the maximum image size is without an OpenGL context (As I'm not creating one and don't have access to the one that the operating system creates, as far as I know at least) and ideally without first attempting to render said image (As so there isn't a flash frame without an image) and using exception handling.
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