I try to load a lot of texture atlases (10) with approximately 5 (~2048x~2048)(not using PoT) .pngs each. I’m using AssetManager and there is no trouble with it on my pc but when I try it on my tablet the app just dies without any error messages or crash reports and there aren’t any outOfMemoryExceptions.
Here’s my log:
the max memory: 67 is
Runtime().getRuntime().maxMemory() / 1000000
I’m running out of ideas of what to do. Maybe I don’t fully understand the way mobile games work: is that a lot of atlases (I have other textures not atlases apart from these atlases)? because everything looks quite fine in the memory segment as much as I know. Anyway I’m open to suggestions and maybe some tips. And I’d really like to keep these atlases in my game.
EDIT: the game loads on my tablet but not phone when I use 1 png per atlas (8192×8192) but my tablet doesn’t show images larger than 2048×2048 for some reason oh and the images in the atlas aren’t even 1024×1024 so idk why it doesn’t show them must be because the atlas is 8192×8192.
EDIT #2: I load only atlases now, no separate .png files and I am now using PoT (2048×2048). 17 atlases some have 2 pngs some even have 1 png but there are some that have 5+ and that’s my level plus player animations plus I’m using a gradient for my whole level that is ~10000px in width combined and I use FBO to do a Lighten shader on the level and my level has animations. Is that too much? Anyway this time the game died @ 94% on my phone(Galaxy S2) and @ 58% on my tablet(Lenovo IdeaTab A2109) and here’s my new log but this time from my phone:
I’m confused because there aren’t any outOfMemory exceptions and I’m disposing every possible thing there is to dispose. btw my app in the logs is com.comraz.slashem
Is theree something I can do? f.e. downscale textures or use mipmaps or something? my level textures are 1024×768 when zoomed in and 1024×1536 when zoomed out. If you have any ideas or any questions please do ask or tell me. Oh and my camera size is 1280×768