Our OpenGL ES 1.1 application works smoothely on PowerVR 3D accelerator (iPhone 3GS, Samsung Galaxy S I9000), but we'got a low FPS on the adreno 205 device (HTC Desire A8181).
Scenes have 60% static two layered geometry (lightmap + diffuse) 30% dynamic geometry also two-layered and 10% additive blended billboards. Sometimes big explosions which makes almost full screen alpha quads.
We converted all textures to ATITC compression format but performance is still low.
So I want to try some optimisations:
- Render in to passes only Z buffer first and then color buffer using prepared Z
- Move most geometry to VBO
-Prepare geometry using QSort
-Sort from front to back
-Give me another advice
Which of this optimisations will makes the most effect on the performance, what should I test at first?
Does the OpenGL ES 1.1 wrapper makes sufficient impact on performance?