In my mobile game you basically you just fly up (infinite height) and collect stars.
I have many quite large background images, scaled down so that their width is the same as the device width. Then they are appended after each other during rendering.
Since I implemented these backgrounds, my game runs poorly. I've got about 20 background images with a size of 800x480 each; without backgrounds the game is quite smooth.
Does anyone have an idea how to implement this many backgrounds without making the game slow down?
The images are used as a 2DTexture. If I leave the clouds out of the image and "just" display the blue part, the app still slows down. Showing some code is a bit difficult, because I got many many classes which will do the loading, rendering and display stuff. Basically its done as Google does it in there "spriteMethodTest" example here: http://code.google.com/p/apps-for-android/source/browse/trunk/SpriteMethodTest
2 of these image set.
First: http://picbox.im/view/b7c8c86abb-01.png
Second: http ://picbox.im/view/3a8162314a-02.png