advise using cocosbuilder on iPad 3 (hi res graphics)

Hi,

I have a small game for iPad with 16 screens made with cocos2dx + cocosbuilder. When I run the game with non HD graphics, it runs nicely. But when I enable the retina graphics, the game suddenly quits without any debugging information when I reach the page 14 or 15.

I think it’s because of memory problems.

I try to call this on the destructor of every scene, but I don’t know if It’s the correct way or I can do more things to free resources.

CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
CCTextureCache::sharedTextureCache()->removeUnusedTextures();

any idea? Thanks.

I think it is correct to release unused resources to avoid memory issue.
If there is any audio resource, you can also invoke SimpleAudioEngine::end() to release some memories too.