I've been trying to port an existing Juce based iOS app to Android using Juce's Android bindings, and I've been having trouble with the app being sluggish. I enabled the OpenGl renderer, but it hasn't really helped. I am using a lot of image files though, and I haven't been sure about the optimal way to handle images when the OpenGL renderer is enabled. Ideally, the images should be turned into OpenGL textures, and I don't know if Juce is already doing that for the app or not.
I have one method where all the images are being retrieved from by name. In this method I could create OpenGL textures for the images and copy the image data over to the textures. But I also remember reading somewhere that you can't do this unless the OpenGL context is active. I'm sure there must be an explanation somewhere of what the optimal way to handle image data is when the OpenGL renderer is enabled. Could someone point me to it?