> The best solution to your problem is probably to "bite the bullet" and 
> rewrite your code to use shaders in OpenGL ES 2.0. All major phones and 
> quite a few minor ones support it now. 


> It may be your only solution, if the Galaxy S3 has to move too many more 
> bits than the P350 did, or has a slower OpenGL client-server path. 
>

Really, c'mon there's not even a bit of indication that this lag is caused 
by rendering, I assure you that even lousy Adreno 225 from NA variants of 
S3 is more than capable drawing two small triangles at 60fps even in ES 
1.0. That being said ES 2.0 is of course way to go since ES 1.0 is 
basically dead and deprecated.

To OP:
First measure what cause delay (measure FPS, check and measure how you 
communicate between UI and GL thread etc) and then try to fix this. You 
cannot optimize without hard data.

--
Bart
 

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