Hi piplz,

I'm trying to develop a little LiveWallpaper engine for OpenGL GLES20,
for now "just" in 2D. After I got around all the thread/event-problems
because of the wallpaper issues and after I booh'ed at the 60fps I now
inly have one grudge:

Drawing just one single big PNG loaded as GL_RGBA.UNSIGNED_BYTE on 2
triangles representing the background takes away 35 fps, regardless of
blending mode being enabled or not!

What I tried:
- driving the source image resolution down doesn't help, it's the size
of the quad to blit
What I could try:
- binding the "big" image just once after loading instead of doing it
in every frame

Is there something I might have missed?

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