Reputation: 335
I've got a UIImageView
with about 10 full-screen jpegs, totalling about 128k. Throwing these into theUIImageView
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.
Upvotes: 2
Views: 1960
Reputation: 14968
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 UILayer
s or simply switch the UIImage
for the UIImageView
).
Upvotes: 4