I am testing using the HelloWorld application which comes with Coco2d.
I removed all the code which displays the Hello World message.
I set the default texture pixel format to RGBA_4444.
If I run using Instruments -> Object Allocations, I see that 2.07MB has been used.
If I load a sprite using any method, I see that +2 MB more has been allocated.
If I then add that sprite to the layer using addChild, I see that +4MB more is used.
In short, loading the sprite object with a 1024x1024 image causes +2MB to be allocated.
This is what I expect from all the reading I've been doing since the RGBA_4444 pixel format is set.
However, once I add that sprite as a child, I would expect that +2MB more would be used. Instead, +4MB is used.
Should this not be +2MB ?
Is loading the sprite into memory using texture memory or just RAM?
Is displaying the sprite (by way of adding it as child)
using texture memory or just RAM?
Thanks.