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
<[email protected]> 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-sheet-using-monotouch-and-core-animation
>
>
>
> Thanks
>
> Drew
>
>
>
>
>
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