This thread has been a bit hard to follow, but let me try to address a few things.
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Power of Twos: In the case of a 225x1380 image sheet, a 256 x 2048 x 4 amount of memory will be allocated for it. In other words it will use 2,097,152 bytes of memory (2 Megabytes or 2MB).
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The act of loading an ImageSheet will allocate the needed texture memory. After that display.newImageRect()'s and display.newSprites() will actually use the ImageSheet’s graphic memory.
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On Android, we automatically scale image sheets that exceed 2048 on the long side to 2048 to help older devices work.
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How much memory your app has to work with is a function of the device, operating system and memory allocated to other apps. You might find your app starts struggling with memory problems at 50mb of texture memory. Yet on my Mac, I’ve got 1.5 GB of memory on the GPU and a 700mb amount of texture memory would only be using half of what I have available. On some mobile devices 700mb is more memory than the entire device has and I’m surprised that you can run at all on them. Clearly that memory has to be getting paged in and out if you’re even able to start up. This isn’t a Corona limit, it’s a hardware/OS limitation.
Rob

