I meet some problems, as I fill more than 20000 tileset in one tileMap layer.
If the filling size is not too much, it seems normal.
I append some log on CCTMXLayer::setupTiles()
Cocos2d: cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [14001] to [18669]. Cocos2d: CCTMXLayer->m_pAtlasIndexArray->num: 15099
But, if I fill 40000 tileset, full of the tileMap. The png picture is invisible on the XCode simulator, as I am not filling anything in the layer but the truth is that full png picture in the layer.
The log on CCTMXLayer::setupTiles()
Cocos2d: cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [14001] to [18669]. Cocos2d: cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [18669] to [24893]. Cocos2d: cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [24893] to [33192]. Cocos2d: cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [33192] to [44257]. Cocos2d: CCTMXLayer->m_pAtlasIndexArray->num: 40000
Is that the limited filling png size in one layer by cocos2dx?
Any body can tell me why?
tileMap.png (292.5 KB)