I just finished off a couple of new improvements.
- If your app runs on a device with Android +3.0, the EGL context will be preserved when there’s not to much resource pressure from other apps. You don’t have to do anything special.
- SpriteBatch/DecalBatch and all things that use those funky classes (Stage, etc.) got a performance boost when using GLES 2.0. On my test devices, GLES 2.0 is now always faster than GLES 1.x.
Those improvements were added as i discovered a few performance issues with an app i’m working on. There might be more to come 😀