Batching draw calls with Android SDK
Running into an issue I've never encountered with draw call batching. In anticipation of GearVR, I got my game down to ~40 draw calls and ~70k tris. When I loaded it onto GearVR the first time, it was very slow, so I connected the remote profiler, and the remote profiler is reporting that I'm around 500 draw calls.
Any idea why the draw calls would not be batching only when running on Android? Could there be a texture compression issue or something?
Any idea why the draw calls would not be batching only when running on Android? Could there be a texture compression issue or something?
