Hello.

My game is starting to run out of OpenGL memory and I can't seem to
detect GL_OUT_OF_MEMORY at LOAD time -- only at RUN/RENDER time.  I'm
simply calling glGetError() after glTexImage2D() when Loading and
after glBindTexture() when rendering.

Unfortunately when I detect the error in my RenderNextFrame()
function, it's already too late and (apparently) unrecoverable -- the
system locks up (don't know why) and Android forces it closed.

Is there a way to check OpenGL memory as I load/create textures rather
than waiting until trying to render them to fail?

Thanks,
BT

-- 
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

Reply via email to