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 / Alocaly
http://androidblogger.blogspot.com/
http://www.alocaly.com


On Dec 27, 4:48 pm, Dan Sherman <impact...@gmail.com> 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 <rtaylor...@googlemail.com> 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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