It takes several seconds to download (where the iOS device is idling),
then when the whole image arrives, I draw it into a context, which takes
another 1.5 seconds on a iPhone 4.
What I'd dearly love to do is use a CGImageSourceCreateIncremental
imageSource, and somehow prod it into incrementally updating the image,
so when the final chunk arrives the final draw-into-context is simply a
copy operation.
Nothing I do seems to improve the performance. I've tried asking the
incremental source for an image, then drawing those into a context, but
the timing does not improve. Supposidly caching is the default behavior,
but to be sure I am setting it as well.
The only solution I've come up with is to pretile my big image as a
series of jpegs, then put them into simple archive (binary plist?), so
as I get a full tile I can decompress that and load it into memory, so
that when the final tile arrives the time between the last incoming data
chunk and showing the image is a few milliseconds. The archive would a
simple header with a count and the sizes of each image then the image data.
Its killing me that I got this powerful device just idling until I get
the whole image!!!
[I looked at PNGs - the files are just SO much larger even crushed.
JPEG2000 tiles take tens of seconds to decompress.]
David
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I tried everything under the sun so to speak, and cannot find anything
that even remotely speeds it up. In the end, my users will just have to
wait a few extra seconds while the image decodes into memory. If they
use 3G they'll never even notice the delay!