Well.. I need to draw a background of 320 x 480 (fullscreen) for a
OpenGL game.

What I did was to stretch the texture to 512 x 512 and mapped it to
320,480 quad and then drew the rest of the game elements. I tried
changing the texture image to 256x256 and no noticeable improvement in
speed.

Game was horribly slow even on the real device. It is actually slower
on the device than on the emulator...
I think i am the first one to have such a situation..

I am drawing a max of 12 triangles only
2 for background

and rest are 64 x 64 textures. on 5 quad made with 10 triangles.

I have disabled Depth, Lighting already.
Only blending enabled as I use transparent PNG for texture of sprites.

render cycle is like this
- draw the background
- draw the sprites (only 5) [with 10 triangles only]
- swapbuffer...

P.S. Please don't advice me to use 2d canvas, bitmap etc... I need to
do it in OpenGL only.

I don't think OpenGL ES 1.0 is so incapable that it can't give me
atleast 25-30 fps with just 12 triangles which you one 256x256 texture
and one 64x64 textures (used by 5 quads)

Please help me by letting me know what my mistake is...
BTW, if I comment out the background quad drawing alone, its fast
enough...

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