Hi
I've taken the code from the AtlasTest demo, specifically the tilemapatlas code, and integrated it into my project, simply loading and displaying the map as per the demo.
[Texture2D saveTexParameters];
[Texture2D setAliasTexParameters];
map = [TileMapAtlas tileMapAtlasWithTileFile:@"tiles.png" mapFile:@"levelmap.tga" tileWidth:16 tileHeight:16];
[Texture2D restoreTexParameters];
[map releaseMap];
[self addChild:map z:0 tag:kTagTileMap];
I have a schedule calling
[map setPosition:ccp(-player.x, -player.y)];
This works fine in the simulator, holding around 60fps.
When I put this in the device it never rises above 20fps. I have now taken out the schedule and don't interact with the map at all once initialised - it just sits in the background, but my framerate has still gone to pot.
If I remove the initialising code, the framerate returns to 60 again.
Is there a sweet spot in terms of map dimension/tilesize - for example should a map size be in multiples of something.
I've also seen mention of pvrtc and 16bit textures - is this likely to return noticeable gains?
Cheers for any guidance
Oli