I'm currently in the middle of developing an iOS universal app using the Sparrow framework and at the moment am trying to create a series of animations using Sprite Sheets. For the iPad Retina i have to output the frames of an animation at a high-res. Unfortunately for the animation to play properly i need to use multiple sprite sheets because of the iOS sprite sheet size limit.
On the simulator, simply switching out the sprite sheet works perfectly however on a real device this lowers the framerate and also can, if multiple animations are switching, give a memory warning and crash the app.
Has anyone encountered a similar issue with Sparrow or with Cocoa? and how did you get around this issue?
If there isn't a fix for this performance issue, does anyone have any advice on how to deal with multiple sprite sheets on an iOS device?
Thanks in advance.