I have a few questions mostly about textures in OpenGL ES for my 2D Android game .
What is the least number of texture units that I know I can use? The game will require Android 2.3.3 and up, so, I think Adreno 200 will be the oldest GPU to do this job. Supposing the newer ones have more texture units, the question translates into "how many texture units have Adreno 200?"
How big textures can be? What is the "safe" size to use for my bitmaps in pixels? Of course, since OpenGL ES holds the textures in a compressed format, probably a 1000x1000 texture filled with, let's say, blue will be really tiny compared to a 1000x1000 picture of the ocean floor, but, on average, what size u consider "safe to use"? I know I could find out if I use too much memory when I will test my app but I don't want to do work in vain.
Are textures/vbos/others stored in RAM? On PC dedicated graphic cards I know it doesn't, but as far as I know, phones (at least the low-end ones) use RAM to store the prime resource for the GPU. Am I wrong or not?
Is it good or bad to use mip-mapping in a 2D game where the objects won't resize too much and/or too often?