[android-developers] Re: 1024x1024 OpenGL Texture

2009-12-31 Thread Emmanuel
Hum... Embarrassed... Euh... Ok... Sorry about that... I'm gonna learn my multiplication tables... On Dec 28, 3:50 am, Streets Of Boston wrote: > (1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte > > On Dec 27, 9:17 pm,Emmanuel wrote: > > > > > Hum... > > > I think a 1024x1024

Re: [android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Dan Sherman
Yep, should be 4mb, I do it in a few games (notably LightUp), for texture mapping.. Works fine :) - Dan On Sun, Dec 27, 2009 at 9:50 PM, Streets Of Boston wrote: > (1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte > > On Dec 27, 9:17 pm, Emmanuel wrote: > > Hum... > > > > I thi

[android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Streets Of Boston
(1024 * 1024) pixels * (4 bytes/pixel) == 4 MByte, not 32MByte On Dec 27, 9:17 pm, Emmanuel wrote: > Hum... > > I think a 1024x1024 image in 32 bits ( ARGB_ ) 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

[android-developers] Re: 1024x1024 OpenGL Texture

2009-12-27 Thread Emmanuel
Hum... I think a 1024x1024 image in 32 bits ( ARGB_ ) 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 480x