Hi all,
First of all thanks to all for this wonderful effort, esp Max.
I have a little problem which is causing a huge problem.
Im porting a Hires iphone game to multi platforms, and hence im using all iphone resources.
I use plists to load images/animations.
But when I use multiple plists or a single large plist with many sprites on it the memory utilizatiuon is so huge it causes the game to crash.
(this happens when I load the plist)
I debugged it to a certain extent till the xml parser helper class and i notice it crashes there(actually, technically its not a class but a memory leak which causes a huge jump in memory consumption, even if I set icf file to 100megs)
any ideas what might be a problem is this a known bug?
I notice another user Andre Park had the same issue, did he manage to fix it if so please let me know.Thanks.
(http://www.cocos2d-x.org/boards/13/topics/2599)
I saw the sprite testbed and found some differences between the plists me and Mr. Park use and the one provided in the testbed, i am uploading the plists, as i suspect this may be the problem.
first remove all sprites frames that use texture, loaded from .plist file (/)
@
CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromTexture(CCTextureCache::sharedTextureCache()->textureForKey(“plistTexture.png”));
CCSpriteFrameCache::sharedSpriteFrameCache()->removeUnusedSpriteFrames();
CCTextureCache::sharedTextureCache()>removeUnusedTextures;
@
// output to “CCLOG” loaded textures and used size on memory
// “rc”> look at retainCount when count is 0 texture is autorelease CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();