When load a csb file,there are two steps:
----- First step: CSLoader::createNode()
----- Second step: CSLoader::createTimeline()
**I test three csd files and found, the second step takes 10 times as much time as the first step.For example:
----- The first step spend time : 60 millisecond
----- The second step spend time : 590 millisecond I also find the second step has cached the data
Or slightly different - I’ve implemented Loading Screen like this. In init I’m showing some loading background, schedule update (once) and in update I’m loading all data.
I don’t know but loading csb probably will probably calls Sprite:create for objects, which will be done in another thread, so you should create another EAGLContext, am I right? However, from my experience with cocos2d-iphone when I did so, it worked but sometimes produce just black square sprites…
Interesting to have a working & tested demo project with example of loading cocos scenes with sprites with loading scene and animation running on it.