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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