I am trying to simulate a starfield of rotating cubes moving towards the user:

I am struggling to maintain a smooth animation on Android. I can't see why a Dual-core 1 GHz Cortex-A9 with a ULP GeForce GPU should not be able to do that. Here's what I do:
INITIALIZATION:
- Create a VBO containing 36 cube position vertices and 36 cube normal vertices, interleaved
- Set up a simple shader that takes positions, normals, color, MV matrix, MVP matrix, light position
- Connect the VBO to the shader's position and normal attribute respectively
EACH FRAME:
a] Movement (for each cube)
- calculate scaling matrix, rotation matrix A, translation matrix, rotation matrix B
- multiply all of the above matrices to obtain model matrix
- multiply model matrix and view matrix to obtain MV matrix
- multiply MV matrix and projection matrix to obtain MVP matrix
b] Draw (for each cube)
- hook up cube's MV matrix with shader (glUniformMatrix4fv)
- hook up cube's MVP matrix with shader (glUniformMatrix4fv)
- hook up cube's color constant with shader (glVertexAttrib4f)
- draw cube (glDrawArrays)
I have done a lot of profiling and timing analyzation, so I don't think I have any unintended performance leaks in my code. Rather, I believe there is a more general design flaw, and I hope someone can help me improve it.






