Hello,
I have heard that textures consumes lot of memory but I am surprised how much....
I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory.
I think that this is "a bit" too much.
I am writing 2D application (no cocos or other framework)
Strange is that while I will compile my app with disabled rendering methods:
glDrawArrays than It uses only 27MB.... which is about 30MB less...
Do you have any Idea why?
I am creating textures before rendering of course:
rendering looks like this:
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw];
glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] );
glVertexPointer(2, GL_FLOAT, 0,vertex1);
glTexCoordPointer(2, GL_FLOAT, 0, vertex2);
glColor4f(1,1,1,alpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopMatrix();
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
It looks like standard routine...
I have spent about 2 days looking for for answer and I still have no clue.