Just load fewer other textures when making your atlas. A 1024x1024 image is going to eat up somewhere around 4mb of space, and on the G1 (and others) you're limited to 16mb.
So it should be just fine, the issue probably is that you have all of your other resources loaded, and are already taking up the other 12mb. Instead, load your other resources one at a time, copy to the atlas, and release the resource. You should have enough space without much of a problem.. - Dan On Sun, Dec 27, 2009 at 6:35 AM, Richard <[email protected]> wrote: > Hi, > > > > I'm trying to create a 1024x1024 texture in OpenGL. I'm trying to do > this with > > Bitmap bmp = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_8888); > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); > > But I can't actually create a 1024x1024 Bitmap - I get an out of > memory exception. > > > > > I want to generate the texture, then use texSubImage2D to copy on > various smaller bitmaps, but it seems that I need to somehow define > that the texture is 1024x1024 before I can do that. Is there a > function that lets me define the size/argb settings without just > copying in a blank bitmap? > > -- > 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]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en -- 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

