Let's say I need to make some full-screen animations, which consist of approximately 500 frames each. The animation should play at a reasonable speed - presumably no less, and then 20 frames per second - and the images should be of reasonable quality and not too compressed.
Which method do you think should be used?
So far I have tried:
1. storing each frame as a compressed JPEG 2. before animation starts, loading each frame into a byteArray 3. as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view.
The problem is the speed is too low, usually around 5-10 FPS.
I thought of two other options.
turning all animations into a single movie file ... but I think that there may be problems with starting, pausing and finding the exact right frame ... what do you think?
the other option that I was thinking about was using OPENGL (so far I had never worked with it before) to play frame-by-frame animation. Do you think he can handle it?
Thanks!
edit, I managed to look into talktom and found that it contains about 20 million well-compressed JPEG files, for example.

source share