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Mobile devices, GLES and big textures?
I've never dealt with Open GL, I'll ask a general question: It is
necessary to draw 20 flat objects (squares), on each of the objects there are 5 elements (textures, 2 of which are large 1024x1024, reducing is not an option, clarity is needed). You can count in another way, 20 objects, 5 squares, 1 texture, I don't know how it will be faster. Textures, as I said, are large and ARGB_8888, GL_BLEND is enabled, they are obtained at runtime when the application starts, there is no way to apply compression (or is there?).
Let's say the test platform is the Galaxy S3, we don't take anything weaker into account.
Can the GLES20 render all this at 60 fps?
PS Implementation on View'hah does not satisfy smoothness and memory consumption. I'm trying to implement it on GLES, but now it's shamelessly slowing down, so I'm looking for where my hands are not straight enough.
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