Hmm, I should have taken the time for a grammar check. My apologies.

-GT

On Thu, Nov 4, 2010 at 3:25 PM, George Toledo <gtole...@gmail.com> wrote:

> On Nov 2, 2010, at 8:13 PM, Leon Qiao wrote:
>
>
>> > I got some problems on showing a frame-by-frame animations. I use some
>> png
>
> > files in quite a big size(1024* 768). The frame rate I required is near
>
> > 1/24.
>
>
>> Consider that at the framerate you desire, this will require
>> 1024*768*4*24=72MB of memory per second. You will almost certainly need to
>> rethink your strategy.
>
>
>> > Is there any way to solve this problem?
>
>
>>
>> There are many, which one is appropriate will require a lot more
>> information about what your animation is. Generally:
>
> 1) Make it a movie instead
>
> 2) Break the animation into static and animated bits, stuff them into
>> views, move the views.
>
> 3) Shrink your image sizes, scale them up for animation. 512x384 for
>> example cuts the memory usage by 75%.
>
> --
>
> David Duncan
>
>
> This suggestion/line of thought is extremely non-standard, but can perform
> within the specified framerate.
>
> Quartz Composer provides an image importer that *can* outputs a structure
> of single frame images if one chooses to the option to extract all images.
> Then, one can play through that sequence and create what amounts to a movie,
> without being hobbled by Quicktime's lack of performance.
>
> One can do this in HD quality, and still get a high fps, it's just that
> load time is "eh", and you can't load new sequences programatically.
>
> I'm sure David's suggestion is way more on point, and better working
> method.
>
> Edit: Oh, iPad. Hmm, nevermind. Another reason why QC should work in iOS.
> Still sending this email, as a note on the availability of this
> functionality on the desktop.
>
>
> --
> George Toledo
> gtole...@gmail.com
> www.georgetoledo.com
>
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-- 
George Toledo
gtole...@gmail.com
www.georgetoledo.com

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