You can't load a texture larger than your (target) system can handle, the 
only choice you'd have is to break it up in to separate textures for 
rendering. As for binding textures, its costs roughly the equivalent of 
blitting an individual image per texture, so any performance impact would 
be minimal. If you get lag by blitting 200 images, you'd get pretty much 
the same by binding 200 textures, the difference is that your far less 
likely to ever need to bind 200 textures than you are to draw 200 images.

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