I have about 32-50 textured spheres in my scene, they are fairly simple, no shaders (using default jPCT shaders), 256x256 texture sizes (total 5 textures shared).
For some reason when I increase the face count from 16 to 32, RAM usage almost doubles:
no spheres = 26MB/48MB
16 faces = 27MB/48MB
24 faces = 33MB/48MB
32 faces = 41MB/48MB
Surely adding an additional 16 faces per globe (800 extra in total) wouldn't cause such a huge spike?
obj3DMain = Primitives.getSphere(32, fScale); // 16 // 24
obj3DMain.setTexture(sTextureName);
obj3DMain.calcTextureWrapSpherical();
obj3DMain.strip();
obj3DMain.setSpecularLighting(true);
world.addObject(obj3DMain);
jPCT 1.26 beta
OGL ES2.0
Galaxy Note / Intel Emulator+HAX (same outcome on both)