Hey guys,

I'm porting over some software from the iPhone, and the fact that I
need to use ByteBuffers for my data structures in order to use OpenGL
is killing me.  My render loop takes 3ms to actually do the work and
render screen, but I do need to perform a ByteBuffer clear /
repopulate to update a dynamic texture.

The bytebuffer clear, followed by the put() and position(0) to prepare
for texture uploading takes about 100ms.  This is WAY too slow.

Is there a way around using ByteBuffers other than going the NDK
route?  The texture is 512x256 RGBA... should the
ByteBuffer .clear() .put() and .position() be taking 100ms?

Thanks in advance.

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