Thank you for your answer.
I modified my code to only call the ’CCTextureCache::sharedTextureCache()~~>addImage’ once, and to share the same CCTexture2D object between all my particles instances, when calling particle~~>setTexture( … ).
It improved the memory of the program, but I still have a some memory that is not freed every time I create and delete a particle object… around 100 kbytes each time. The memory is allocated when calling CCParticleBlood::node().
Do you have an idea on this?
when I try my code on XCODE instead of visual studio, I do not have any leak at all. So maybe it’s just windows…
That solves my problem.