Well, sprite packing is older then the web.

We did it on the PC and in consoles because each file open was expensive
time-wise.  We do it now on 3D systems because changing textures mid-render
is also an expensive video operation.

There is also a project scaling advantage in that one texture file and
maybe an index file is a lot easier to keep track of then a dozen image
files for each of what could be hundreds of sprites...

On Thu, Aug 2, 2012 at 3:48 PM, Nic Wise <[email protected]> wrote:

> 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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>
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> Nic Wise
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