It wouldn't surprise me if the Droid has that little. Its graphics
solution breaks the scene up into tiles, which results in less data
being needed at any one time. It also performs depth testing before
doing the texturing, so uses less texture data due to that as well.

Isn't OpenGL supposed to transparently start swapping texture objects
between main memory and video memory for you when you run out of video
memory? Using it all up may manifest more as a noticeable drop in
performance than an outright error.

On May 2, 4:42 am, Robert Green <[email protected]> wrote:
> I remember reading that the MSM7200-based phones have 8mb of VRAM and
> so I have to imagine that you could count on at least that much for
> the better GPUs.
>
> What's weird though is that I keep finding things talking about how
> the PowerVR SGX530 has 2MB of VRAM which seems awfully low - unless
> that's a texture cache and there is a larger chunk of VRAM that is
> implementation-specific.  I don't know..
>
> I couldn't find any info on the QS8250 (snapdragon 1ghz) VRAM.
>
> So far I've never run out of vram on any device and I'm loading quite
> a bit in on some games.
>
> Antigen uses:
> 256x512 32 bit for story start text atlas
> 256x512 32 bit for main text atlas
> 256x512 32 bit for level bg front
> 512x512 16 bit for level bg back
> 5 256x256 32 bit for characters, shading and faces
> 7 64x64 32 bit for items
> several for the HUD
> and many other smaller ones for glow, particles, etc..
>
> My new 3D game uses (all mipmapped so add 33% more size on):
> 1024x1024 16 bit for main level texture
> 512x512 16 bit for level lightmap
> 4x 512x512 16 bit for characters
> 3x 256x256 16 bit for weapons
> 256x512 32 bit for text atlas
> about 512K-1MB of geometry VBOs
> 256x256 32 bit for HUD graphics
> Many smaller 32 bit ones for projectiles and other small things
>
> So really there seems to be ample room there.  Both of those scenarios
> load fine on a G1.
>
> If you want to write an easy test, write a loop that loads up a 512 32
> bit (1MB) texture into VRAM and keep count of how many times it works
> until gl.glGetError() returns the out of memory error after
> glTexImage2D.  I'd be curious as to what your results are.
>
> On May 2, 1:06 am, Jeremiah Sellars <[email protected]> wrote:
>
>
>
> > This may be just another silly question then, but after doing quite a
> > few searches about different phones... I'm finding the amount of
> > general RAM but not VRAM. Does anyone know this spec for newer phones?
> > I'm developing with Droid or better phones in mind...
>
> > On May 1, 6:02 am, Mario Zechner <[email protected]> wrote:
>
> > > gentextures only creates handles for you. Actual memory for the bitmap
> > > data is allocated when calling glteximage2D. That will be your biggest
> > > limitation as video ram is of course limited. How much vram is
> > > available is dependent on the chipset/device you are running your
> > > application on.
>
> > > On 1 Mai, 00:59, Jeremiah Sellars <[email protected]> wrote:
>
> > > > Oh, geez... okay that explains it. Thanks to both of you, that really
> > > > explains it well. Is there then a limit on the number of textures
> > > > GenTextures can return?
>
> > > > On Apr 30, 3:39 pm, Robert Green <[email protected]> wrote:
>
> > > > > Yeah multiple texture units are only needed for multitexturing, of
> > > > > which the most common use is for lightmapping.
>
> > > > > On Apr 30, 4:57 pm, Mario Zechner <[email protected]> wrote:
>
> > > > > > The number of texture units and the maximum texture size are not
> > > > > > really related in any way. The number of texture units tells you how
> > > > > > many textures you can use simultaniously when drawing geometry (how
> > > > > > many textures can be bound at once). You can have more textures in
> > > > > > video ram than there are texture units, however, you can only bind
> > > > > > #texture units textures at any time. A maximum of 2 texture units is
> > > > > > sufficient for most scenarios where you have a diffuse texture and a
> > > > > > lightmap for example.
>
> > > > > > The maximum texture size is really just an estimate with most 
> > > > > > drivers
> > > > > > and depends on things such as internal storage (which might be fixed
> > > > > > by the driver anyways) and so on.
>
> > > > > > In any case, both numbers will differ from device to device or 
> > > > > > rather
> > > > > > chipset to chipset.
>
> > > > > > On 30 Apr., 23:19, Jeremiah Sellars <[email protected]> wrote:
>
> > > > > > > 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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