I've got a game with a lot of panels -- at runtime, between 15 and 40 UIPanels are distributed across a starry-night skydome, representing astronomical objects. They're on a GUI layer is not affected by any lights, and only one camera is set to render that layer. Yet each sprite in each panel uses 2-4 drawcalls. I've read the various threads about this type of issue, but I don't think any apply. These panels are very simple: each one has about ten sprites in it, all of which use the same atlas. There are no dynamic fonts or anything else but sprites in the panels. The panels revolve around the camera with the skydome, but the contents in each panel are static, so I've checked the "Static" toggle on each panel, and also checked the "Static" box on each sprite object.
I don't think that it's caused by 3.x's depth function, since there's nothing but sprites in these panels, and they all use the same atlas. There are several other GUI panels onscreen at the same time.
Any solutions or suggestions? It's really dragging down the frame rate.
thanks
Dave