Scale performance? (SOLVED)

SOLVED
I added below code in AppDelegate.cpp
**CCDirector::sharedDirector~~>setProjection;*

I am poor at English. please understand me.
————————————
I made a layer and some sprites added on that layer.
And layer is scaled then some sprites blinked.
My code is under.
————————————
layerZoom = CCLayer::create;
layerZoom~~>setAnchorPoint);
layerZoom~~>setPosition);
this~~>addChild;
CCSprite**spriteBack = CCSprite::create(“entrance/entrance_bg.png”); // 1024*768
spriteBack~~>setAnchorPoint);
spriteBack~~>setPosition(ccp(0, g~~>winSize.height));
layerZoom~~>addChild(spriteBack);

CCSprite spriteSign = CCSprite::create;
spriteSign~~>setPosition);
layerZoom~~>addChild;
CCSprite
spriteChar = CCSprite::create(“entrance/char.png”);
spriteChar~~>setPosition);
layerZoom~~>addChild(spriteChar);

CCDelayTime delay1 = CCDelayTime::create;
CCScaleTo
scale1 = CCScaleTo::create(1.0f, 1.5f);
layerZoom->runAction(CCSequence::create(delay1, scale1, NULL));
————————————

spriteBack is no problem.
But spriteSign and spriteChar blinked.

Test Devices
iPad2, iPhone5 : fail
Optimus G : no problem

Honeboy Kim wrote:

SOLVED
I added below code in AppDelegate.cpp
CCDirector::sharedDirector~~>setProjection;*
>
>
I am poor at English. please understand me.
>
————————————
>
I made a layer and some sprites added on that layer.
And layer is scaled then some sprites blinked.
>
My code is under.
————————————
>
layerZoom = CCLayer::create;
layerZoom~~>setAnchorPoint);
layerZoom~~>setPosition);
this~~>addChild;
>
CCSprite
spriteBack = CCSprite::create(“entrance/entrance_bg.png”); // 1024*768
spriteBack~~>setAnchorPoint);
spriteBack~~>setPosition(ccp(0, g~~>winSize.height));
layerZoom~~>addChild(spriteBack);
>
CCSprite spriteSign = CCSprite::create;
spriteSign~~>setPosition);
layerZoom~~>addChild;
>
CCSprite
spriteChar = CCSprite::create(“entrance/char.png”);
spriteChar~~>setPosition);
layerZoom~~>addChild(spriteChar);
>
CCDelayTime delay1 = CCDelayTime::create;
CCScaleTo
scale1 = CCScaleTo::create(1.0f, 1.5f);
layerZoom->runAction(CCSequence::create(delay1, scale1, NULL));
————————————
>
spriteBack is no problem.
But spriteSign and spriteChar blinked.
>
Test Devices
iPad2, iPhone5 : fail
Optimus G : no problem

Thank you!
It works~ : )