i need to create some custom skinned ui elements in an app that i am working on. i am just wondering how much of a performance gain i would have by using texture mapped primitives versus rendering them with glDrawPixels since they are all mostly image based and in 2D. due to the aspect ratios of some of them i suppose i would have no choice but to use glDrawPixels. but for some a power of 2 sized image is just fine.
in short, i guess i am just looking for some expert advice on the performance differences between glDrawPixels and texture mapped primitives, cuz i have heard that the latter is faster.