So, I have a lot of texture atlases in my code for a talking tom type libgdx, and I use around 6 of them per screen. The app crashes abruptly without any errors on devices with 1gb ram or less. I started profiling my code and found that I have 3500+ texture bindings, how should i minimize these?
Are you using the AssetManager? You can load/unload only when a texture is needed and in the end discard all at once. Furthermore, there should never exist more than 1 instance for every unique texture (atlas). Share a pointer with all your entities.