Hi,
I'm making my first watch face (a learning process where I'm going to make mistakes) and have been using a Vivoactive 5 as a device. It works fine in the sim and on the device itself so I've begun to test the sim with other devices.
I'm relying quite heavily on bufferedBitmaps to draw on to as a canvas (as I'm also relying on some AffineTransform techniques) and I'm getting the error:
Exception: The requested memory could not be allocated from the graphics memory pool
on most of the other devices at startup.
Thinking it was to do with the size of the bitmap I'm working with, I checked and it's only usng 25kb/125kb on the Vivo, maxing out at 26kb. Which makes me think the issue lays somewhere else I haven't thought of. Also, I would have thought devices that are failing with the graphic pool memory (Forerunner 265, Forerunner 965, Venu 3, Marq Gen 2) would have better hardware than the Vivoactive 5.
I could provode code but I thought I would check first if I'm not missing something obvious, given I'm getting graphic pool memory warnings despite the max not showing it being anywhere near the capacity (unless graphic pool memory is not represented in the max memory stat of the sim. I'm aware that graphic pool and system memory are not the same, but I'm not sure if they overlap when showing usage).