ios - Using imageWithContentsOfFile: to load textures in spritekit -



ios - Using imageWithContentsOfFile: to load textures in spritekit -

so, noticed recommendation in 1 of discussions here. says in order release memory 1 time done textures, possible solution next:

create uiimages +imagewithcontentsoffile: create sktextures resulting uiimage objects calling sktexture/+texturewithimage:(uiimage*).

i have memory issues comes high res backgrounds , few embedded scroll views, tried above implementation - , works in terms of memory.

the problem looks when doing so, imagewithcontentsoffile: in retina devices, scales @2x image 2, need explicit scale 1 time again 0.5.

how can ensure right scaling when calling method?

here code:

nsstring *path = [[nsbundle mainbundle] pathforresource:@"sc_01_bg" oftype:@"png"]; uiimage *img = [uiimage imagewithcontentsoffile:path]; skspritenode *backgroundsprite = [skspritenode spritenodewithtexture:[sktexture texturewithimage: img]];

actually, there upvote on answer, , upvote mine. can't remember why have upvoted answer, because i've never experienced such problem.

if still want utilize approach stated in answer, should utilize [uiimage imagenamed:@"imagename"] instead of [uiimage imagewithcontentsoffile:path]. probably, uikit doesn't automatically handle retina/non-retina images imagewithcontentsoffile: method.

but don't need that. check learncocos2d's reply question.

ps: free memory have been used skscene call

[self.skview removefromsuperview]; self.skview = nil;

ios uiimage sprite-kit

Comments

Popular posts from this blog

php - Android app custom user registration and login with cookie using facebook sdk -

django - Access session in user model .save() -

php - .htaccess Multiple Rewrite Rules / Prioritizing -