Hessiess said:
[*] Bilinear filtered rotation: and scaling: Quads can be scaled and rotated
smoothly, without the shimmering associated with nearest neighbour filtering.
Ok so this means that instead of getting a pixelly looking image you get a blurry one.
Pandora supports OpenGL ES, the fastest will be if you let the hardware do the rotation and scaling for you. Just create a 2D texture and transform it. OpenGL is fast in 3D, but even faster when you do only 2D. You may get a great speedup, less battery consumption, etc..
Actually if you are just doing 2d , you would be much better of doing your transformation in software because it will be much, much cheaper submitting a large buffer of quads with pretransformed vertices ,identity model transformation and simple view transformation than to go thru OpenGL ES API layer for each quad.
In other words , if you are rendering say 500 sprites ,batching each one individually, your code will end up being dog slow.
PS.
Actually same thing applies to 3d but it is especially important for 2d graphics where each sprite ends up being just 2 triangles.
All vertex transformations are done in softwere, quads are sorted by texture(in the new renderer), then all quads using the same texture are rendered at the same time. Though the original reason for this was to improve portability, it should also be faster as you are saying.
Currently im expecting to release Quad-Ren 0.2 sometime over the weekend, a lot of features have mean added, such as a proper resource manager, the ability to un-register quads and the capability to render 2D polygon meshes(circles and the like).