I need to make a design decision of how to approach an app which needs to render few 3D objects on top of an image texture. Result needs to be rendered and saved as an UIImage. Graphical design (client) expects standard UIKit controls to manipulate 3D world.
OpenGL view (CAEAGLLayer layer) needs to be inside UIScrollView for cheap and natural scroll and zooming implementation. There are just few extra controls to manipulate rotation scale and transition of the few 3D objects. There is not many triangles expected (100-200 at most) and 2-3 textures (1 mask). It does not even have to be refreshed constantly, just when some transformations and zoom changes. CAEAGLLayer does not need to be opaque.
I would go with Core Animation solution but rendering 3D transformed CALayers to CGContextRef is not supported (neither is masking).
What is real performance cost when putting CAEAGLLayer inside UIScrollView and mixing it with few UIKit views? How much triangles per second can I expect to be rendered with smooth frame rate (30fps will do), so I can make the best decision possible?
I know there are similar questions out there already, but none of the answers provides specific numbers, which could help with estimating expected rendering results.