makes sense. Since I will be moving things around do I need to update the 
vertex list every frame? so render.add() for each frame?

On Monday, November 2, 2015 at 12:12:00 AM UTC, [email protected] wrote:
>
> 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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