Hi I'm hoping someone has an idea about this. I blocked loading everything else but one AtlasSprite manager and sprites. The sprites are all large, 512 x 256. With an AtlasSprite with only a block of nontransparent pixels I can load several without much of an fps hit, but if I load one of the nontransparent then another with transparency, it drops from ~60 fps to 30 fps. Just from loading two AtlasSprites. I've blocked out all movement and updating, sound effects...
I also have a hud display on another layer with regular sprites that doesn't seem to drop fps. I thought one AtlasSprite sprite didn't cost much more than several. In instruments it's taking over 50% of the time in AtlasSprite drawTextureQuads even when everything is loaded and updating with sound effects etc. Is it overdraw? is there any way around this or has anyone else run across this?