- New Feature: Spin direction pref
- Update: Performance improvements
It's becoming more apparent to me that these phones are very fill-rate limited. In the name of staying as sharp as possible, I had the wallpaper rendering all its passes with the same image (doing some flip flopping and blend mode changing). The problem is, without mipmapping (and GL10 doesn't support this very well), this means that it's got to render every pixel of that high res texture every pass. I yanked the alpha channel out of the high res texture (allowing it to get much smaller) and made separate lower-resolution images for the blends. This made a noticable framerate difference and saves some memory besides, while still looking basically the same.