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  glDrawElements in mobile devices  (Read 882 times)
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Offline trollwarrior1
« Posted 2016-05-15 10:50:52 »

I'm currently testing terminated due to memory pressure on iOS and it seems simply having huge amount of textures loaded into memory doesn't cause memory termination. However, if you try to use all of those textures, then the app gets terminated. I guess this is OpenGL related question. I'm guessing that for some reason using glDrawElements spikes memory usage which causes my app to terminate. Does anybody have any experience with this?
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