Revert "Optimize drawBitmapMesh using TRIANGLE_STRIP"

This reverts commit 114ec9f2663c17652e2109e08ba42d2dfaa80f7d.

Change-Id: Id513fe6ce59e63d1ae30dc7bf5363c4c484a3295
Optimize drawBitmapMesh using TRIANGLE_STRIP

Draw BitmapMesh using STRIP instead of TRIANGLES.
Depending on where the bottleneck is located in the pipeline,
there is a potential for saving two-thirds of the time spent rendering.
The speedup is due to avoiding redundant operations,
i.e., mapping each vertex four times to texture and color attribute,
sending each vertex twice to the GPU, vertex processing of GPU ...

In this patch:
1. Refactoring mesh using Strip.
2. Batch triangles by adding degenerate triangles.
3. Optimize computing positions of texture and color attribute.

Benchmark: Drawing Bitmap(1152x768 px) with 200x200 meshes
Performance is doubled (from 26.4 fps to 53 fps, Nexus10).
Memory footprint: only 17% of original method.
(from 240000 to 40401 vertices with xy, uv, rgba data.)

Change-Id: I530b0abb76ffa9036b7732d78e15645514ae51f3
Signed-off-by: kui.zheng <kui.zheng@arm.com>