I'm wondering if this is just an issue with how the emulator is setup,
but I'm not sure.

I'm (natively) calling this:

int maxt = 0;

glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxt);

__android_log_print(ANDROID_LOG_VERBOSE, "Native", "Max textures %d",
maxt);

This only outputs 2... could it be possible that I'm going to be
allowed only 2 textures? That seems impossible...

GL_MAX_TEXTURE_SIZE reports 4096 which is more than enough. I suppose
you could lay everything out on a couple of 4096x 4096 images (seems a
bit crazy) but anyway...

Am I just running into one of things that will be different per phone
processor?

Thanks everyone,
Jeremiah

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