I'm testing it on an Lg Optimus One (P500).
Anyway, I solved my issue...
Since I offer various built-in background and images to put on the flag, plus I give to the user the opportunity to load their own pictures, i dynamically load/remove my textures.
In my drawFrame(GL10 gl) method I call a static method of an utility class that loads my texture only if the TextureManager doesn't contains it yet. Well... I was "BitmapHelper.converting" my drawable before actually checking the above condition.. every frame..
I'm sorry for having bothered you..
Thank you for your time!
Anyway, I solved my issue...
Since I offer various built-in background and images to put on the flag, plus I give to the user the opportunity to load their own pictures, i dynamically load/remove my textures.
In my drawFrame(GL10 gl) method I call a static method of an utility class that loads my texture only if the TextureManager doesn't contains it yet. Well... I was "BitmapHelper.converting" my drawable before actually checking the above condition.. every frame..
I'm sorry for having bothered you..
Thank you for your time!