Android First run graphics glitch

Has anyone run across this issue yet (Google search hasnt helped) Using a Nexus 10 as my testing device. When the application is first installed and then run. The textures become completely discombobulated. After the application shuts down and then restarts, the graphics are back to normal.

If I then go into the Application Info in settings, and clear the cache data. The graphics are messed up again on the next run.
Any ideas?

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How many polys and textures you have going on in there?

Not trying to sound facetious, but is that relevant in this situation?
After the first run it runs completely fine until I clear cache. Also it works fine with no problems down to an ipad 2 which is far below the nexus 10.
On every ipad 2 and up, the nexus 10 and the nexus 7. It runs at over 30 fps.

So I wouldnt think that texture and mesh memory are causing the problem.

That’s exactly what it is…like you said…first run and after you clear the cache.

That’s a big scene…I wouldn’t call it facetious…maybe high.

Also I should add that this just started happening, about 6 months ago this was loading fine with no problem. Scene hasnt changed since then.

How many tris?? How many textures…from what I am looking at, it looks like gabillions of both.

Maby there is a way to pregenerate this cache?

There are only 4 1024x1024 textures loaded in memory at any given time. The scene acts like a slip map that destroys unloaded textures out of memory if they are not currently being rendered.

Same goes for buildings, Buildings are mass level structures with out much detail. Mostly no more then 32 faces per building at max.

Does calling Handheld.ClearShaderCache() in your code make any difference?

Unfortunately that didnt have an effect, I tried calling it as soon as the program opened.