Okay, I'm using VBO's to get around it, but now there's the same
problem with BitmapFactory. Regardless of the amount of textures I
load, there are always three textures that waste 2/3 the size of the
texture + 64k. For example if the texture is 512x512x3=786432 then it
consumes 512x512x2 + 64k = 589824 bytes. Multiply that by three and
that's almost a couple MB of the precious heap that's lost forever,
and probably a few extra million phones that will never run my app...


On Mar 5, 1:06 pm, yinor...@gmail.com wrote:
> I may have to try using VBO's to get around it.

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