Hi!
On init of my scene i am loading 3 spritemanagers each with a 1024 * 1024 png texture.
backMgr = [AtlasSpriteManager spriteManagerWithFile:@"backs.png" capacity:50];
[self addChild:backMgr z:1 tag:kBackTagAtlasSpriteManager];
during this operation the object allocation rises up to 30 mb. then after it finishes loading it goes down to a reasonable amount.
The thing is that many times it would crash from memory problems.
It looks like that as soon as the init method is finished the memory is released. I tried loading an image, scheduling for some seconds later the load of another one, but the memory keeps rising, as long as the step methos is not scheduled and the init finished the memory allocation does not drop.