Howdy!
short question about the storage of GUI elements that are obliged to blit via FrameBuffer:
What is better:
1. putting all GUI elements in one big bitmap that will be loaded as one single Texture to the TextureManager
or
2. for every small GUI element one single Texture-object that will be loaded to TextureManager?
My Problem:
I've chosen the first path because I've got about 60 GUI elements. All these elements are placed within a single
bitmap and are drawn to the screen via frameBuffer.blit(...) over their associated 'bitmap source coordinates' that are stored in a so called GUIMeasurements-Object.
The size of the bitmap is (please don't go berserk XD) 2048x2048 with a color depth of 16.
Is it necessary that this bitmap, which is only used for blitting, is loaded to the TextureManager?
At the moment the memory limit is reached while restarting the Activity, so I got a OOM - naturally.
The use of the method FrameBuffer.blit(int[], int, int, int, int, int, int, int, int, boolean) could be an alternative but is not recommended.
Any advice or hint?