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