Hi there,

 

This is an old question I posted when the list was down.

 

Does anyone have any suggestions as to how I can minimise cpu usage when
using a storyboard/animation(s) that repeat constantly.

 

To explain the scenario, I have a screen that has a background that sort
of looks like a night sky.  There are say 100 little stars (the same png
scattered around with various sizes).  I animate the opacity / ScaleX /
ScaleY of a random png every 1 second to create a twinkling effect that
keeps running the whole time you view the screen.

 

The effect is very nice, however I notice it hogs the cpu.

 

I have tried 2 implementations.  

 

In the first implementation I created a storyboard with 3 animations.  I
created a timer that fired every 1 second, and on the fly set the
animations to target one of the pngs randomly (stopping and starting the
storyboard each time).   This was consuming on average 80% of my CPU.

 

I created a second implementation to see if I could improve the
situation.  In the second implementation I decided to build up the
storyboard in code up front.  I create 40 animations up front targeting
random pngs, each with a begintime 1 second later than the previous and
add them all to the one master storyboard.  I then just run that
storyboard over and over.  However, this approach made no difference to
the cpu being consumed.

 

Cheers.

_______________________________________________
ozsilverlight mailing list
[email protected]
http://prdlxvm0001.codify.net/mailman/listinfo/ozsilverlight

Reply via email to