I\'ve slightly modified the iPhone SDK\'s GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing
I'm not familiar with the iPhone, but if it doesn't have dedicated hardware for handling floating point numbers (I suspect it doesn't) then it'd be faster to use integers whenever possible.
I'm currently developing for Android (which uses OpenGL ES as well) and for instance my vertex array is int instead of float. I can't say how much of a difference it makes, but I guess it's worth a try.