Op 28 jan 2010, om 18:35 heeft David Duncan het volgende geschreven:

> On Jan 28, 2010, at 6:22 AM, patrick machielse wrote:
> 
>> - I've seen mentioned that movie playback inside a view is not currently 
>> supported in the frameworks. I've also not found support for movie file 
>> formats (you can only pass a url into the iPhone frameworks, that's it).
> 
> Keep in mind that a URL can point to a local file too.

Yes. What I meant by that remark was that there seems to be no way to access 
individual movie frames, which would be convenient if I have to implement a 
'movie view' myself.

>> Ultimately, the only approach left at this moment seems to be to create a 
>> movie playback view myself using Quartz? I really would like to forgo this 
>> if there is a way (or if there is existing code available).
>> 
>> So, what are the current options for displaying movie like content in your 
>> app and have a decent control over playback and display?
> 
> As Glenn mentioned there is the UIImageView's animationImages property. You 
> can gain more control by dropping down to the Core Animation level as well. 
> And there is always OpenGL ES.

I've given animationImages a try, and although performance is good I run into 
memory warnings when the array contains about 30 full screen images (1 Sec. 
worth). I've tried to implement my own NSView subclass -- managing memory for 
UIImages or CGImages more strictly -- but I've not been able to attain 
acceptable frame rates (yet). If drawing and memory usage can be optimized by 
using OpenGL directly I would be grateful for tips or examples.

My app uses frame based animation, so I think Core Animation probably doesn't 
apply.

patrick_______________________________________________

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