I want to gradually (and mysteriously) make an animation appear on the screen.
The animation is made from several full screen images (400x240).
For this I use image:drawBlurred, and I decrease the radius slightly with each frame.
I'm quite satisfied with the effect.
Unfortunately, I noticed on a video made by a user (I'm still not sure, because I don't have a device to test) that I might be expecting too much from the hardware: I see big fps drops.
image:drawBlurred (in one pass) doesn't seem fast enough to run on a full screen image at 30fps
I've tried doing image:blurredImage on smaller images (200x120) and then image:drawScaled(2) them, but, at least in the simulator, it still seems to take a lot of % of the sampler.
I can't pre-calculate the output because there are too many possible radiuses and images.
Am I missing something, or is there room for optimizations?
In lua, creating my own algorithm seems out of reach, because drawPixel(p) for all pixels (400 x 240) is already taking too long (at least on simulator).