There exists 4444 (GL_UNSIGNED_SHORT_4_4_4_4) Textures. May be this helps a litle bit.
I'm not sure but switching to VBOs might not bring an improvement. My observation on a Nexus One is: VBOs are great if there are many tris (>250) to render per call. For billboards it really doesn't matter that match. But I don't have any hard numbers this is just an observation on a specific device. Many have observed most devices are currently fill-rate-limited. So, if you have lots of overdraw it might be worth checking if you can reduce it. 2010/4/7 MrChaz <[email protected]> > 100 is a low estimate but it's around that point that the frame-rate > seems to get into the sub 30's. > I'm already doing pretty much everything you've mentioned except using > VBOs - most sprites are rendered via the draw_texture extension. > Unfortunately pretty much all the sprites have some transparency so > I'm using ARGB_8888 for the texture atlas's. > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using "remove me" as the subject.

