With OpenGL-ES 1.1, I can’t find any documentation that describes how to detect whether the creation of a new texture will fail (or has failed) because of texture memory limits.
Can someone enlighten me on how this can be done?
The second question is how can I obtain the texture memory limits?
If the GL implementation runs out of memory for any reason it will generate a GL_OUT_OF_MEMORY error. So you have to call glGetError after glTexImage2D.
The second question is how can I obtain the texture memory limits?
Hi all! One question on-the-fly.
Loading 10 textures 256x256 each is too much for a mobile phone?? Each texture weights about 10KB.
I’m asking this because I’m having problems with my application on Nokia 2nd edition devices. I’ve noticed that application stops loading after 4 textures, that is the 5th is the one creating the problem.
This is almost surely a memory issue, so I was wondering if what count on texture memory limits are the dimension (256x256 is huge image matrix) or the effective weight in bytes.