I'm currently in the middle of developing an iOS universal app using the Sparrow framework and at the moment am trying to create a series of animations using Sprite Sheets. For the iPad Retina i have to output the frames of an animation at a high-res. Unfortunately for the animation to play properly i need to use multiple sprite sheets because of the iOS sprite sheet size limit.
On the simulator, simply switching out the sprite sheet works perfectly however on a real device this lowers the framerate and also can, if multiple animations are switching, give a memory warning and crash the app.
Has anyone encountered a similar issue with Sparrow or with Cocoa? and how did you get around this issue?
If there isn't a fix for this performance issue, does anyone have any advice on how to deal with multiple sprite sheets on an iOS device?
Thanks in advance.
So apparently it's to do with the actual loading of the new sprite sheet. Sparrow version 1 doesn't support Asynchronous loading. However the guys at Sparrow have just released the BETA for version 2 and that does support Asynchronous loading so whilst it can't really help me (quite far down the development line) it would probably be better to use v2.
http://forum.sparrow-framework.org/topic/sparrow-20-beta