Stacy - I'm fairly new to OpenGL and have been trying to learn exactly this kind of overall usage model for when to use FBOs and how they can improve either graphics or memory performance (or both). My application will essentially be operating on textures - with a background texture surface filling the "window" and a number of smaller textures being "animated" on top of that - potentially with changes in alpha as well as of course position, rotation, size, etc. This functionality represents only a small portion of the OpenGL|ES functionality, and yet I still haven't found a good resource to learn from on how to optimize this kind of drawing.
The kinds of questions I have range from some basics such as how to account for the number of texture units when optimizing (i.e. is it better to use only one?), to understanding when the underlying memory transfers between application and GPU occur (in terms of APIs or other evolutions) and what the performance implications of these are, etc. I have also heard that some kinds of ops (e.g. DEPTH testing) will slow down texture processing, so I'd like to understand if there are things like this that I should stay away from - given more than one way to do what I need to do. Any general advice for a newbie trying to get up to speed on these sorts of topics?
Thanks very much.