Have 30 large spritesheets anywhere from 1024x1024 to 128x512 created from Zwoptex, each containing between 3 to 9 frames. Each frame contains transparency, which I am unable to avoid. The program loops through each spritesheet based upon what the user uses as input. During the creation of each sprite I use CCSpriteFrameCache and before sprite creation have to call removeUnusedSpriteFrames to keep the app from running out of memory (hence I can't add all sprites to cache before app initialization). When the sprites are running I achieve around 40fps, which is fine - the issue is before a large sprite loads for the first time there is a .6 second delay. What can I do to negate this initial delay? I am running cocos v0.99.4 on a 3G iPhone. I have researched this issue for a while so any help is truly appreciated, thanks!
Large Spritesheet Load Delay
(3 posts) (2 voices)-
Posted 1 year ago #
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look into using uncompressed PVR loseless textures, as they load super fast (but use up more flash space on the device). Search and you'll find at least one thread that talks about using them.
Posted 1 year ago # -
Perfect I think this is just what I'm looking for.
Thanks a ton!Posted 1 year ago #
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