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    1. COI have only used the different triangle and line geometry in iOS. Mostly triangle strip. In Open GLES 1.1 I have created games that have 50,000 points that define the triangle strip along with four 1024x1024 sprite sheets and Chipmunk physics doing 10 update loops per frame update and I can still get 60FPS on 3GS and newer devices. But I also was using Frame Buffer Objects to leverage the GPU for efficiency to draw the geometry. I know how to do that in gles 1.1 but have yet to take the time to figure it out in 2.0.
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    2. CORegarding smoothness, create enough points for the closest zoomed in camera setting and you should be fine. Should likely also look into winding direction and how to draw multiple separate objects with a single triangle mesh. Also might want to experiment with the kmMat4PerspectiveProjection function in the CCDirectorIOS that sets up the default 3D projection Cocos2d uses. The min and max zoom values of are set at 0.1f, zeye*2. These can be changed to enable greater zoom ranges i.e. 0.1 and 5000 for the min and max zoom.
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    3. COThe issue seems to be with integrating storyboard into Cocos2d in landscape mode. Might want to ask a new question that states that more clearly. I have not added storyboard to Cocos2d before, so just a guess, but did you create a custom view controller for Main Menu View Controller and add the shouldAutorotateToInterfaceOrientation: to that view controller as well?
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