To clarify, I know that a texture atlas improves performance when using multiple distinct images. But I'm interested in how things are done when you are not doing this.
I tried doing some frame-by-frame animation manually in custom OpenGL where each frame I bind a new texture and draw it on the same point sprite. It works, but it is very slow compared to the UIImageView ability to abstract the same. I load all the textures up front, but the rebinding is done each frame. By comparison, UIImageView accepts the individual images, not a texture atlas, so I'd imagine it is doing similarly.
These are 76 images loaded individually, not as a texture atlas, and each is about 200px square. In OpenGL, I suspect the bottleneck is the requirement to rebind a texture at every frame. But how is UIImageView doing this as I'd expect a similar bottleneck?? Is UIImageView somehow creating an atlas behind the scenes so no rebinding of textures is necessary? Since UIKit ultimately has OpenGL running beneath it, I'm curious how this must be working.
If there is a more efficient means to animate multiple textures, rather than swapping out different bound textures each frame in OpenGL, I'd like to know, as it might hint at what Apple is doing in their framework.
If I did in fact get a new frame for each of 60 frames in a second, then it would take about 1.25 seconds to animate through my 76 frames. Indeed I get that with UIImageView, but the OpenGL is taking about 3 - 4 seconds.