AnimatedSprite vs AnimatedImage in QML

In QML, I have several ways to enable animation. Within others there is

  • AnimatedImage

  • AnimatedSprite

that seem similar. With the right tools, it's pretty easy to convert your sprite sheet to an animated gif or MNG file that you can manipulate with AnimatedImage

. The other matter is not much more complicated.

In the documentation, Sprite

they say:

The sprite engine internally copies and slices images to fit into a more readable internal format, resulting in some graphics memory constraints. Since this requires all sprites for the same engine to be in the same texture, trying to load many different animations can work with texture memory limitations on built-in devices. In these situations, a warning will be printed to the console containing the maximum texture size.

On the other hand, it AnimatedImage

usually caches individual frames, especially when the animation needs to loop (which could also lead to a maximum texture size for risk?)

I know that it Sprite

has some kind of fantastic machine gun and stuff, but AnimatedSprite

it seems to be devoid of it.

Since creating content for one of them is the same job, I want to know if one of them is excellent anyway, or if their customs and their performance are completely the same, and which one to use the question of taste.

In fact, I have not found any links that are mentioned as being in the same context ...

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