Thanks John.  

 

I can't see it on his blog but I understand the concept.

 

 In my case, I should create an image that is twice as wide as the
original, and then show/hide the relevant part of the image by animating
the X of a translatetransform.

 

From: John OBrien [mailto:[email protected]] 
Sent: Monday, 21 September 2009 1:43 PM
To: [email protected]
Subject: RE: animation cpu usage

 

Ross, I used Jose Fajardo's sprite concept from Remix to change a high
cpu repeating animation to a simple sprite (set of frames in one image,
repeating animation is just translate x).

It may not be ideal but for me it took the animation down to 1-2% cpu.

 

His blog is here, but I'm not sure if he ever posted about it:

http://www.cynergysystems.com/blogs/page/josefajardo

 

John.

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Ross
Jempson
Sent: Monday, 21 September 2009 12:06 PM
To: [email protected]
Subject: animation cpu usage

 

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.


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