title: iPhone image swap screen not updating
body: <p>I know there is most probably something seriously wrong here because I only started on iOS yesterday but I can't seem to get this to update the screen properly, the count works fine and it's incrementing and checking the conditions correctly just that the screen doesn't get displayed, can anybody point me in the right direction please?</p>
  
  <pre><code>@implementation draw2D
  
  
  - (id)initWithFrame:(CGRect)frame {
      if ((self = [super initWithFrame:frame])) {
          // Initialization code
          [self myTimer];
      }
      return self;
  }
  
  
  // Only override drawRect: if you perform custom drawing.
  // An empty implementation adversely affects performance during animation.
  - (void)drawRect:(CGRect)rect {
  // Drawing code
      [self updateBackground];
  }
  
  NSTimer *timer = nil;
  int count = 0;
  
  - (void)myTimer
  {
      timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(updateBackground) userInfo:nil repeats:NO];
      if (count &lt; 1) {
          count++;
      } else {
          count = 0;
      }
  
  
  }
  
  - (void)updateBackground:
  {
      if(count == 1)
      {
          UIImage *myImage = [UIImage imageNamed:@"bg.png"];
          CGRect imageRect = CGRectMake(0, 0, 320, 480);
          [myImage drawInRect:imageRect];
          [myImage release];
      //  count++;
      } 
      else 
          if (count == 0) 
          {
              UIImage *myImage = [UIImage imageNamed:@"SCENE_002.png"];
              CGRect imageRect = CGRectMake(0, 0, 320, 480);
              [myImage drawInRect:imageRect];
              [myImage release];
      //      count = 0;
          }
      [self myTimer];
  }
  @end
  </code></pre>
  
  <p>EDIT: It displays the first image, but never swaps to the second.</p>