Can someone share how they handle determining when they need to reduce VRAM at runtime? Right now I'm getting emails from some people saying they're seeing white objects. So I would have to assume they don't have enough VRAM to fit a frame into memory. I added support for pvrtc and s3tc texture compression and some emails stopped :) Bar adding a check box in the options screen to scale textures or something I'm at a loss.
What I have tried is using glTexImage2D to upload an empty array of 256x256x4 in a loop keeping track of how much I have uploaded and checking for an out of memory error. The problem is that on my Milestone (Droid), it seems that the driver will swap out to the heap as I never get an out of memory error. Instead after around 64M or so the whole app dies a horrible out of memory death. I'm not sure if it matters but I'm using Java for this and not the NDK. I have considered writing a small native lib to do this but I can't see how it would be any different. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en