(1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte....

On Dec 27, 9:17 pm, Emmanuel <[email protected]> wrote:
> Hum...
>
> I think a 1024x1024 image in 32 bits ( ARGB_8888 ) is 32 Mb, not
> around 4 Mb !
> So such a image can't fit in for mobile development.
>
> Such a big texture is way too big, cut it into pieces if you really
> want it.
> Another thing to consider is : is there any need for a texture that
> big on a 480x800 screen ?
>
> Emmanuel / Alocalyhttp://androidblogger.blogspot.com/http://www.alocaly.com
>
> On Dec 27, 4:48 pm, Dan Sherman <[email protected]> wrote:
>
>
>
> > 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?
>
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