[Android Apps and Games] CTCaer:
Your mediaserver crashes, when loading vorbis (.ogg) files. Specifically at native functions:

#00 pc 000059dc /system/lib/libcutils.so (android_atomic_add)

#01 pc 0001bfae /system/lib/libutils.so (_ZN7android7RefBase12weakref_type7incWeakEPKv)
#02 pc 0001bff6 /system/lib/libutils.so (_ZNK7android7RefBase9incStrongEPKv)
#03 pc 00008bea /system/bin/mediaserver
#04 pc 00016cfc /system/lib/libc.so (__libc_init)

Dev will know probably what to do.

Yours is easier to understand. It crashes when loading icon.

The nativeHeap runs out of memory. Probably because you have loads (and I mean looooads) of apps, or you enabled system-wide texture decompression of all apps and recompression disabled.

So I think that this is fixed easily by putting android:largeHeap="true" in GLTools AndroidManifest.xml

I can make a modified xda version for you to try, but it will probably fail on license check.

Here's your logcat bit of info:

Process: com.n0n3m4.gltools, PID: 15382
02-12 23:59:38.216 E/AndroidRuntime(15382): java.lang.OutOfMemoryError
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:677)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:507)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.graphics.drawable.Drawable.createFromResourceStream(Drawable.java:872)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.content.res.Resources.loadDrawable(Resources.java:3022)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.content.res.Resources.getDrawable(Resources.java:1586)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.content.res.XResources.getDrawable(XResources.java:401)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.app.ApplicationPackageManager.getDrawable(ApplicationPackageManager.java:725)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at android.content.pm.PackageItemInfo.loadIcon(PackageItemInfo.java:161)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at com.n0n3m4.gltools.x.run(Unknown Source)
02-12 23:59:38.216 E/AndroidRuntime(15382):	at java.lang.Thread.run(Thread.java:841)
02-12 23:59:38.216 W/ActivityManager( 4271): Force finishing activity com.n0n3m4.gltools/.PerAppPreferences

On another note, it's true that the best options for texture is Decomp: Unsupported only and Recomp: decompressed only.

I checked with Horn:

Recomp: decomp only: 411mb of ram

Recomp: disabled: 928mb of ram. (Faster loading though)

So yeah disabled gives me crashes, because some times it can reach more than 1.5GB ram usage.

And as I said before there's is no need to have decompression: All, because the extra quality is already lost and also the performance is way better with compressed textures. Don't forget gpu can load the compressed textures right away if they are supported.

Also having decomp: All, recomp: decomp only will increase your load times by a lot!

So I want to ask the dev, for tegra games on an adreno/powervr/mali gpu, if he can ask Saem Persunt to implement texture recompression,

by using Renderscript as an option. If the code is good this will use the gpu and the loading times will be waaaaaaay faster.