Thanks for your reply and some few questions...
I installed Animate3D sample on my WVGA device from install.ARMPPC.CAB. It works and works fast (~40 fps), but the low quality model and occupies only part of screen (480x640 instead full screen 480x800).
Then I installed Animate3D sample from install.ARMPPC2003.CAB. It works on full screen with high quality model and ~16 fps.
Then I installed Animate3D sample from install.ARMPPC2005.CAB. It works on full screen with high quality model and ~10 fps.
Why such a difference between sample from different cab-files?
About hardware accelerators.
PowerVR implements OpenGL ES
Common Lite profile. With PowerVR SDK you should link to libGLES_
CL.lib and your device should have libGLES_
CL.dll.
Most modern devices have hardware accelerators supports OpenGL ES
Common profile. They have libGLES_
CM.dll instead libGLES_
CL.dll. For example ASUS P835, HTC Touch Diamond2, HTC MAX 4G, HTC Touch HD, HTC Touch Diamond P3700, HTC Touch Pro2, HTC Touch Pro, Sony Ericsson XPERIA X1, Gigabyte GSmart S1200, Toshiba TG01, Acer F1 (S200), HTC HD2 (Leo).
My HTC Touch Pro2 in this list. Models accelerators are ATI Imageon, ATI Imageon Z430.
So I have to use SDK, which implements OpenGL ES Common profile and link to libGLES_CM.lib. In this case when I run program on my device it will load and will use my libGLES_CM.dll.
One of such SDK - Vincent 3D Rendering Library. I tried to use it: include headers from this SDK, link to it libGLES_CM.lib and build my program, which contains a copy of the code from Animate3D sample. Then I copy program to my device and run it (but pay attention that I have not copied Vincent libGLES_CM.dll, I was not interested this software implementation, my program used libGLES_CM.dll from my device). All this works fine and fps more than in your sample of what can be expected, but not much more, about 24 fps (against 16 with EDGELIB software rendering). I expected a better result. I just use the hardware acceleration, because glGetString(GL_VERSION) returns "OpenGL ES-CM 1.0" and glGetString(GL_VENDOR) returns "QUALCOMM, Inc".
My ATI Imageon hardware accelerator capable of handling 4 million triangles per second, 133 million pixels per second (for comparison iPhone 3G hardware accelerator capable of handling 1 million triangles per second, 100 million pixels per second). Some games that support the accelerator, which I install on my device worked fast.
How to invent, why the example works so slowly? Did you run your Animate3D sample to other devices with accelerators and what about fps on it?
( Sorry for my English

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