One possible work-around (which I used for my Quake port) is to have the application manually download the graphics to a manually-managed directory on the sdcard. See the Downloader activity here: http://android-developers.blogspot.com/2008/09/three-new-samples-triangle-spritetext.html
The main drawback of this approach is that you will have to maintain your own web site to serve the graphics files to your users. On Dec 2, 7:25 am, Michael Bollmann <[email protected]> wrote: > Currently i could provide WVGA graphics for my application but if i do > the HVGA devices would run out of internal memory so instead i use > HVGA graphics and scale them on WVGA devices. > Are there any plans to change that so that a device only downloads the > graphics it needs? > Or as workaround are there any plans to enable users to install > applications on the SD-Card? > > Thanks > Michael -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

