Overlapped sprite flickers in the devices with Apple-A5 Chip (iphone4s and ipad2)

Overlapped sprite flickers in the devices with Apple-A5 Chip (iphone4s and ipad2)
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When moving one Sprite over another, Top sprite’s image is flickered .Two sprites are in one layer and one is using as background image. I got it working fine in cocos2d+obj-c with following codes, but when i try to convert my codes in to c*+ and use in a cocos2d-x project, top sprite is start to flickers like insane. can anybody pls help me to figure out why this happened? thank you in advance.
// Determine names of sprite sheets and plists to load
NSString bgSheet = "bg1.pvr.ccz"; NSString *bgPlist =“bg1.pv.plist”;
NSString sSheet = "level1.pvr.ccz"; NSString *sPlist =“level1.plist”;/
NSString **cmnSheet = "commn.pvr.ccz"; NSString *cmnPlist =“commn.pv.plist”;

if == UIUserInterfaceIdiomPad) {
bgSheet = "bg1-hd.pvr.ccz"; bgPlist =“bg1-hd.pv.plist”;
/*sSheet = "level1-hd.pvr.ccz"; sPlist =“level1-hd.plist”;**/
cmnSheet = "commn-hd.pvr.ccz"; cmnPlist =“commn-hd.pv.plist”;
// Load BG texture
// add background for the layer
CCSprite* bgImage = ;
bgImage.position = ccp;
// Load Cmn sprites
spriteNodeCmn = ;
//add non physics sprites - cloud
cloud = ;
cloud.position = ccp;
//move cloud
CCMoveTo * rotLeft = ;
CCRotateTo * rotRight = ;
CCSequence * rotSeq = ;
//move bg layer
————————————————————————————this is working fine in both devices and the simulators—————————————————————-

cocos2d-x* c++

// Load BG texture
// add background for the layer
CCSprite* bgImage = CCSprite::spriteWithSpriteFrameName;
>setPosition(ccp(screenSize.width, screenSize.height / 2));

// Load Cmn sprites
objectsBatchNode = CCSpriteBatchNode::batchNodeWithFile;
//add non physics sprites~~ cloud

CCSprite **cloud = CCSprite::spriteWithSpriteFrameName;

//move cloud
CCActionInterval** action1 = CCMoveTo::actionWithDuration(15.0, ccp(screenSize.width * 0.2,screenSize.height * 0.85f));
CCActionInterval* action2 = CCMoveTo::actionWithDuration(15.0, ccp(screenSize.width * 1.8,screenSize.height * 0.85f));
CCActionInterval* seq = (CCActionInterval**));
CCAction** rep1 = CCRepeatForever::actionWithAction(seq);
//move bg
this~~>runAction(CCSequence::actions(CCMoveTo::actionWithDuration(3.5f, CCPointMake(–1* screenSize.width, 0.0f)),CCDelayTime::actionWithDuration(1.0f),CCMoveTo::actionWithDuration(3.5f,CCPointZero)));

————————————this result to flickers the cloud sprite in devices with Apple-A5 chip(iPhone4s and iPad2) but worked fine in iPhone4 and the simulator ——————————————————


i found that this is an issue on devices with Apple A5 chip(iPhone4s and iPad)


and same issue has occurred on another game.


I found this issue too.


See http://www.cocos2d-x.org/news/24

It’s a known issue with iPad2 (bug in the iPad2, not Cocos2D).


Thank you :slight_smile:


I also have this issue it’s still not fixed.

I set a ADDITIVE setting and it flickers it’s weird.