Okay, I figured out that either jPCT or OpenGL doesn't like transparent objects. Tons of sorting errors and it eats CPU cycles, on the GL render. Since I'm too lazy to write my own graphics library for OpenGL I'm just going to work with it somehow. Which leads to two things I would like some recommendations on from the dev(s) of jPCT:
1. For texture animations, frame by frame update of the texture, would reassigning the texture each frame be more costly, or would using a TextureEffect and updating the texture's array each frame be more costly, when using jPCT?
2. Would using two worlds cost a lot? I notice that using two worlds versus one then switching visibility on the objects, has almost no difference in CPU cycles eaten, and the two different methods don't seem to have much of a difference in resource consumption from what I can see.
When I say cost I mean memory and CPU consumption. I don't know exactly how you coded the World class, so I'm not sure what it does exactly. Currently with the simple world, and almost no transparent objects, I can pump out 33 FPS with or without the GUI layer on top of it, using either technique. So unless there is a nuance that could kill an app I am considering going with the multiple world "layers."