When you create a sprite on cocos using a texture you allocate memory.
Something like:
CCTexture2D *textureProxy = [[CCTexture2D alloc] initWithImage:image];
CCSprite *proxy1 = [CCSprite spriteWithTexture:textureProxy];
My question is: suppose I want several sprites using the same texture and I do
CCSprite *proxy1 = [CCSprite spriteWithTexture:textureProxy];
CCSprite *proxy2 = [CCSprite spriteWithTexture:textureProxy];
CCSprite *proxy3 = [CCSprite spriteWithTexture:textureProxy];
CCSprite *proxy4 = [CCSprite spriteWithTexture:textureProxy];
CCSprite *proxy5 = [CCSprite spriteWithTexture:textureProxy];
Will I use 5 times more memory? (or in other words, will the texture be duplicated to each proxy or is the sprite just a "empty box" that references the original texture?
If the later is the answer, then the memory usage for similar sprites are not that huge, right?
thanks.
Sprites keep only references to textureProxy. Even if you create each sprite with spriteWithFile:, file names are cached in CCTextureCache.
ReplyDeleteIn cocos Different memories are allocated for texture and variables. So if u keep on creating just variables using same texture won't add up texture memory multiple times. And CCSprite objects are autoreleased objects.
ReplyDelete