Video of Jose's sprite technique at Remix:

Watch Remix Video: The Next Level of Creativity with Expression Blend 3
http://www.microsoft.com/australia/remix/videos/default.aspx?vid=v24

About 10min in.
Shane

From: [email protected] 
[mailto:[email protected]] On Behalf Of John OBrien
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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