Paul,
Firstly, thanks for your response
But i'm still surprised about the poor transparency's performance on the Galaxy Tab 10.1 with Tegra 2 with AGK. (and i see some other OpenGL games running fast with alpha transparency on this tablet).
But on other forums i've seen that it could be due to a recent ..hum "bug fix" on the android SDK which now defines a 32bits OpenGL texture by default instead of a 16 bits OpenGL texture on previous SDK versions).
It seems that the 32bits alpha textures slows down the FPS on galaxy tab (and also on some Motorola XOOM tablets and others) while it ran a lot faster before this android SDK "fix". Ok this is a partial problem of the Galaxy Tab 10.1 which doesn't seem to be optimized for 32bits alpha rendering.
It may be useful to investigate this idea and if it's the case, maybe a function to define the color depth of textures/images in AppGameKit Tier 1/2 could be the solution. I can test and compile (and test it on my tablet) any modifications you could find useful to do if you want. But YOU are the expert, not me...
I have also seen that you've done a lot of fixes on transparency issues on android at the beginning and i hope that is not a "border effect" of these previous fixes.
As i said before, it's a very annoying problem due to strong presence of this tablet on the commercial market. You can imagine that is difficult to create a game without any (or few) transparent image...
Thanks