One of the largest issues with B4A is the dreaded OOM (Out Of Memory) error. I began running into this myself, as my application is a heavy image manipulation app. While my issue can be solved by android:largeHeap="True" this is not the best solution for many applications.
While researching, I've discovered that while bitmaps count towards the 16MB/24MB/etc per-app memory limit, apparently OpenGL textures do not.
Is there a way to implement this or use it as a substitute in B4A? Can these textures even be referenced like bitmaps?
While researching, I've discovered that while bitmaps count towards the 16MB/24MB/etc per-app memory limit, apparently OpenGL textures do not.
Is there a way to implement this or use it as a substitute in B4A? Can these textures even be referenced like bitmaps?