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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

