I have a custom map application that deals with many bitmaps that have 256x256 images (png, jpg). I am currently using View 2d canvas and add all images as RGB_565. Although I am generally pleased with the performance of the applications, I have features that I would like to add that will require even more map fragments (Bitmaps). I was thinking about using opengl, but pretty new to this.
Could texture textures be more efficient memory than keeping bitmaps around? I assume you can load bitmap into texture and then remove bitmap
Is it acceptable practice in opengl to dynamically load many different textures at run time?
Do you need to cache textures or make a graphics processor for it?
UPDATE: I got a nice detailed answer to this question on GameStack.
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