The problem is solved..
if CCSpriteFrameCacheHelper class's CCTextureAtlas capacity set to large number than loading sprite parts count.
but .. i can't understand why?
is anyone there teach me the reason?
CCTextureAtlas CCSpriteFrameCacheHelper::getTexureAtlasWithTexture(CCTexture2D texture)
int key = texture->getName();
CCTextureAtlas atlas = (CCTextureAtlas )m_pTextureAtlasDic->objectForKey(key);
if (atlas == NULL)
//atlas = CCTextureAtlas::createWithTexture(texture, 4);
atlas = CCTextureAtlas::createWithTexture(texture, 64);