How are textures dealt with internally?

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you could store your full image containing all the anim frames as a single texture and then set up your own quads with texture mapping



But that then runs into the other problem of using large textures which some cards deal with poorly - we can't win can we? ;-)

Someone posted that the Geforce2 slows down significantly using textures over 256 X 256 - any thoughts on optimum texture size?