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.

Thanks,
James L

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