I am creating an android game using opengl and a cocos2d port (http://code.google.com/p/cocos2d-android-1). I am targeting a wide range of devices and want to ensure that it per
Afaik the Memory Limits for textures are the same as the memory limits of your app, which is 16 megs in most situations I believe, although it might be all available phone memory that's accessible.
I've loaded MUCH more than this into my apps before I ran into problems, at least one 2048x2048 texture and several 512x512 textures, all 8888 in memory.
I've never had a oom error on texture binding, only on loading bitmaps, so I hope that helps.