Ok, I'll try it. If I set "Texture.defaultToKeepPixels = false;" my game has 17MB, otherwise 48MB. All textures are in 1024*1024 (I prefer larger textures, It looks much better in my opinion).
edit: could you tell me what is on the line 2134 in GLRenderer? I have some NullPointerException... But when I think about uploading of new textures, TextureManager.flush() causes a lot of problems in this case. Texture layers is linked by texture id, and this id will be probably completely different in new texture manager... Is there any way how to keep textures out of main memory, but avoid problems when context is changed?
edit2: oh, just two posts before... Virtualizer, it is much, much slower (loading time increased about 50%), but I have much more free VM.
And is possible find how much free GPU memory is?