On Jan 30, 2010, at 5:11 AM, patrick machielse wrote:

> 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.

The animationImages property runs into the issue that it is memory constrained. 
30 fullscreen images will consume on the order of 30 * 320 * 480 * 4 = 17.6MB 
of memory.

If you move to OpenGL it would be because you've converted your graphics from 
still frames to models. You won't get any advantage to uploading 30 fullscreen 
frames for OpenGL and trying to present them.

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


Core Animation powers the animationImages property :). Honestly however, frame 
based animation is only appropriate on iPhone OS when your animation is either 
fairly short or fairly small. Animating large images has issues with memory 
usage that are difficult to overcome on most hardware (even on newer hardware 
it would be difficult to get even 10s of fullscreen animation via frame-based 
techniques).
--
David Duncan
Apple DTS Animation and Printing

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