My scene in OpenGL ES requires several large resolution textures, but they are grayscale, since I am using them just for masks. I need to reduce my memory use.
I have tried loading these textures with Bitmap.Config.ALPHA_8, and as RGB_565. ALPHA_8 seems to actually increase memory use.
Is there some way to get a texture loaded into OpenGL and have it use less than 16bits per pixel?
glCompressedTexImage2D looks like it might be promising, but from what I can tell, different phones offer different texture compression methods. Also, I don't know if the compression actually reduces memory use at runtime. Is the solution to store my textures in both ATITC and PVRTC formats? If so, how do I detect which format is supported by the device?
Thanks!