Try reducing texture resolution.
128x128 texture for each of 6 sides of the cube. That means you do 6
texture switches to draw one cube. 10 cubes - 60 texture switches per
one scene.
Use one texture for all your cubes and see what you get.

On 25 окт, 16:40, gambiting <[email protected]> wrote:
> Hi there,
>
> I am currently trying to develop a game for android in OpenGL
> ES....and I am testing it on my Nexus One. But I have run into some
> performance problems,and I would like to ask somebody about it,could
> you help?
>
> I currently have a very basic scene - background made of 25
> tiles(256x256 texture each), and then a number of textured
> cubes(128x128 texture for each side of a cube ). However,when I try to
> display approx. more than 10 cubes, the performance becomes so
> sluggish that I can't even rotate the scene smoothly. I can't imagine
> how can I add more objects(player,enemies, all that kind of stuff)
> when it runs so slowly with 35 objects in total. I mean - games like
> Raging Thunder 2 probably display hundreds of objects at once(plus
> they do lots of computations behind the scenes) and they run super-
> smooth on my nexus one. What am I doing wrong? Could somebody help me
> please????

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