Hi all,
I'm working on an iPad app at the moment which requires a fair amount of flip-book style animation in some scenes (using CCAnimation/CCAnimate, etc). In the first scene, for example, I have 187 frames (PNGs). Each frame measures 450 x 450, and weighs in at about 70KB. This works great in the simulator. However, the device I'm testing it on (having to use ad-hoc distribution, as the test device is at about 100 miles away) terminates the app as soon as it tries to load this scene.
I ran the app through instruments on the simulator, and it the memory usage exceeds 220MB (over 1MB per texture!). So a few questions I guess -
1) what's the best way to go about implementing flip-book animations in cocos2d on the iPad, and
2) are there limits on amount of memory an app can take up?
3) is there a better way for me to convert these .pngs into textures to bring memory usage down?
In a related issue - one of my scene's which was causing a crash was consisted of around 50 frames (much smaller dimensions). This worked fine in a build of the app which only had this scene in it. But when rolled out with the other scenes, the app would crash when trying to load this scene. I have tried clearing the texture class on scene load, but it seems to make no difference...
Any advice would be greatly appreciated!
Cheers,
Dunc.