I've got a UIImageView with about 10 full-screen jpegs, totaling about 128k. Throwing these into the UIImageView with setAnimationImages works like a champion in the emulator until I try to run it on the iPhone which results in a fail. Is something wrong here? I would think with all the fancy 3d games I've seen my crappy little animation should be functional...
+3
A:
3D games are not using UIImageView, they use OpenGL.
Judging from these:
Virtual memory leak when using UIImageView setAnimationImages?
UIImageView setAnimationImages: leaks animation array
The method itself is bugged. I suggest loading and animating the images yourself (create and manage an array of UILayers or simply switch the UIImage for the UIImageView).
Matt Gallagher
2009-01-11 11:39:53
I realize they're using OpenGL, I guess what I meant is that its sad that its choking
sammich
2009-01-12 03:37:11