Particles render slower and slower as app runs...

I have a particle engine running a constant particle effect of about 70 particles with a 128x128 texture. The framerate of the app drops more and more the longer it runs. If I comment out the OpenGL draw calls (glBegin -> glEnd) it stays constant. It does this with both tri strips and point sprites.

Any ideas?

Sounds like you have either a memory leak or if you are using a loop the number of particles is increasing over time (at least for the loops).

Include a code snippet (including any loops) and someone might be able to tell you the problem.