Hey, I posted a very early version of a game ive been working on (the game called Screenway in the Projects section). It uses a texture of a car and a track. The texture of the track is about 6000 x 2000 pixels. Now, my GeForce supports maximum textures of 8192x8192, so the game works fine. However, on a majority of PCs and Laptops the max size is 4096x4096 or even 2048x2048.
AFAIR, this value is stored in GL_MAX_TEXTURE_SIZE.
I can't imagine chopping down the image into smaller pieces and then calculating all the sprites to follow the movement and rotation, so that the puzzle doesn't fall apart.
So my question is: is the biggest possible loadable image in SFML limited to the maximum texture size of user's graphics card? Are there plans to change that? What do you suggest me to do to overcome this obstacle?
Another problem is, on a laptop which is able to run windows 7 with the Aero transparent interface, the game behaves really bad. It's choppy, like the vertical sync was not working correct. What would that be?