Re: Displaying animated content in iPhone app
Re: Displaying animated content in iPhone app
- Subject: Re: Displaying animated content in iPhone app
- From: patrick machielse <email@hidden>
- Date: Sat, 30 Jan 2010 14:11:56 +0100
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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