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. -- 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