Hi, I'm having a performance issue.
I've created an UIView and overwrited it's drawRect function. At this function, I was drawing an image (big one), and over that, an white square at the entire screen with a polygon inside it, with CGContextEOFillPath. The result is an white screen with portion of the image (defined by the polygon) displayed.
After that, I created a function to animate the transition of that polygon to another one. Besides the polygon animation, the image should also be scaled and moved to fix the diplayed at the screen. I did that with an NSTimer. The animation of the polygon consists in calculating the distance between each vertex and moving then to a position according to elapsedTime. It worked just fine at the simulator, but got really stucked at device.
Reading about performance, here at stackoverflow, I found the alternative to use beginAnimations and commitAnimations. I'm changing everything to use that approach with the image. But what can I do with the polygon. The polygon is drawn with CGContextMoveToPoint and CGContextAddLineToPoint, so I believe it can't be animated with beginAnimations. An I correct? Is there a better approach to do that?
The desired result is something like this comic reader app: http://www.comixology.com/iphoneapp (click on guided tour. at the middle of the video they show the "automatic masking" feature)