Hi there,
i have an 8-bit, 1024 by 1024 png, it is 320kb on disc and has an alpha channel.
This sheet contains all my gfx for my entire game.
I have 3 sprites that are 480x320, these are my background and a paralax kind of background at the back. These sprites get there texture from the spritesheet.
I have a player sprite, that has a few CCAnimation's with all of the frames derived again from the spritesheet.
i have some various map objects, things you have to jump over, no more than 5 on screen at any one time, about 8-9 initialized into the scene all the time, however, if they are not on screen, i set the visibility to false so that openGL does not render them.
I am getting 45-50fps in quiet areas of my game, and once things get going, the fps bombs too about 30fps, the same happens when i try to initialize more sprites.
As far as i knew, it's possible to have hundreds of CCSprites running at a fairly acceptable fps, and yet my game seems so limited.
Does anyone have any ideas as to what could be causing my slowdown?
[[CCDirector sharedDirector] setPixelFormat:kTexture2DPixelFormat_Default];
[CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];
These two lines are the only place i set the texture format, they appear in my appDelegate.m in the order shown.
Any ideas?