I think that some Android devices dont have enough memory to load the
amount of textures, although it could be something else causing the
issue, as I said I really dont know what to do with this.

There are 28 PNG's being loaded all 1024x1024 which come to a total of
4.8megs. Below is the OpenGL method for loading textures

    GL10 gl = glGraphics.getGL();
    int[] textureIds = new int[1];
    gl.glGenTextures(1, textureIds, 0);
    textureId = textureIds[0];

    InputStream in = null;
    try {
        in = fileIO.readAsset(fileName);
        Bitmap bitmap = BitmapFactory.decodeStream(in);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
        setFilters(GL10.GL_LINEAR , GL10.GL_LINEAR);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
        width = bitmap.getWidth();
        height = bitmap.getHeight();
        bitmap.recycle();
    } catch(IOException e) {
        throw new RuntimeException("Couldn't load texture '" +
fileName +"'", e);
    } finally {
        if(in != null)
            try { in.close(); } catch (IOException e) { }
    }
There are no issues on my Desire HD, but on a HTC Cha Cha a lot of
textures dont appear at all and on a Galaxy S two textures just appear
white. The Cha Cha throws this error while loading textures

02-04 15:46:28.907: E/Adreno200-ES20(1501): override1= 0xfffffffe,
override2= 0xfff *

Oddly if the Cha Cha is locked (OpenGL textures are destroyed) and
then unlocked (reloaded textures) the particular textures that were
not there initally are now, however different textures are now not
visable.

Is this a memory issue? If so is there a way around this?

Thanks

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