No, it is limited to the OpenGL domain.
One of the methods I've used in the past is to save compressed PNGs in memory. Like NSDatainstances. And then unzip them on request using the method UIImage imageWithData:.
However, this depends on the "complexity" of your images. In my case, the images were "simple" and led to high performance.
Github:
http://github.com/st3fan/iphone-animation
, . ( , ), PNG.