I have a quad with a large rectangular texture made of several linear gradients. What if I created the same thing visually using several smaller, texture-less quads lined up next to each other and used setVertexColor to make the color gradients? I would save a lot of video memory since none of the quads have textures, but then there are more vertices to render. Which way would be better performance-wise?
I'm in a similar situation with a large, oval-textured quad which is a mask for another quad. Would it be better to use a Canvas, which would not use a texture? But I noticed the larger the dimensions you pass into drawEllipse, the more vertices the Canvas will have.