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.

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