Is there a way of achieving any one of the following 2 goals while using GL1.1 on Android's Java VM: 1. Render to texture using FBO 2. Use VBO to pass vertex information to GPU memory
I have a small application that renders several thousands of textures to the screen, using vertex arrays and there is a severe performance problem. However the frame doesn't change often and can be cached either in a texture or just ready in GPU memory.
I have found no working examples or good tutorials on how to achieve this with the old version of OpenGL ES.