title: What is the maximum dimension a texture atlas should have?
body: <p>I am creating an OpenGL game that will use texture atlases to load a lot of artwork.</p>
  
  <p>Texture atlases are good because you load your image once and then cut sprites out of it. You save the time that would be necessary to load all files from disk, if they were independent and you save memory to store the images. But in my mind, beyond a certain point this benefit will not be that true, right? My idea is that if the texture atlas is very huge, you will waste a lot of memory to store it and perhaps some of the sprites on it will not be used that frequently.</p>
  
  <p>What is the best approach for that? divide in multiple sprites? a sprite for level or what?</p>
  
  <p>Anyway, my question is this: what is the size in pixels that corresponds the maximum an atlas should have to be considered a benefit?</p>