Thanks. I'll work with the layer and see if I notice any performance impact 
between individual images. I think my (read: the client that asked me to redo 
the app ) main concern is app download size.

This is a conversion from a phone gap app. There was no use of sprites 
previously; instead background-size:100% 100% was used everywhere and there are 
an excessive amount of large png files with very similar color palettes and a 
common background box that’s a part of every image. I've converted the 
background box (which is the only part of the image with transparency) to a 
ResizableImage. All of the rest of the images can be combined into a jpeg to 
drastically reduce their size. This will knock close to 10MB out of the app 
just looking at the first few views.

I of course realize that sprite packing dates much further than the current web 
pattern and realize that on the web, you have the big  benefit of fewer http 
request, but there's a lot that can be done to optimize the size of an app 
through good image compression/combination.

Thanks for the input!


-----Original Message-----
From: Nic Wise [mailto:n...@fastchicken.co.nz]
Sent: Thursday, August 02, 2012 3:48 PM
To: Drew Greenwell
Cc: monotouch@lists.ximian.com
Subject: Re: [MonoTouch] combine multiple images into a sprite

most views are layer-backed anyway, so it should be fairly efficient.

Why not just have a load of small images? UIImage.FromFile or .FromBundle is 
pretty efficient. Sprites on the web were really only done because the time to 
do 50 HTTP requests is a LOT compared to 1 -
50 loads off disk isn't a big deal on an iphone.

On Thu, Aug 2, 2012 at 12:42 PM, Drew Greenwell 
<dgreenw...@leapfroginteractive.com> wrote:
> Hey all, I’ve got a question about using the sprite pattern that is
> commonly used on the web to reduce payload for a monotouch app. What’s
> the most appropriate/efficient way to render only the section of the
> source image that I want  inside of a UIImageView? (example If I have
> 5 50 pixel icons stacked in one image, how would I get icon 3 to be
> the visible region of my UIImageView).
>
>
>
> This post about animating a sprite seems to create a layer with the
> image then adds that as a sublayer to a UIImageView, this doesn’t feel
> like the right way to do this but, if this is the only solution.. then
> so be it I reckon.
>
> http://stackoverflow.com/questions/9187820/how-do-i-animate-a-sprite-s
> heet-using-monotouch-and-core-animation
>
>
>
> Thanks
>
> Drew
>
>
>
>
>
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b. http://www.fastchicken.co.nz/

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