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[android] replace the method for EGL rendering context lost

Bug #374 [Closed]
zhangxm 2011-03-02 19:51 . Updated about 2 years ago

There are situations where the EGL rendering context will be lost. Now cocos2d-x caches the data to resolve the problem, but this method consume more memory when the sprite is many. So we should find better approach.

zhangbin 2011-03-02 22:01
  • Assignee set to zhangbin
walzer 2011-03-05 00:10
  • Assignee deleted (zhangbin)
walzer 2011-03-05 00:12
  • Target version set to 9
walzer 2011-03-05 17:14
  • Target version changed from 9 to cocos2d-0.99.5-x-0.8.3

Some guys are using cocos2d-x to port an ebook reader to android. It isn’t a game.
In this program, the author cache more than 20 JPEG pictures in 1024*768 resolution (about 100K per picture), or 20 PNG pictures in 1024*768 resolution (about 1M per picture). It consumes 100M memory on android. And the worse is that, when JVM found a process using more than 100M memory, it will kill this process.

So we had to fix this bug in the next minor version.

zhangbin 2011-04-01 23:28
  • Assignee set to zhangbin
zhangbin 2011-04-20 18:58
  • Status changed from New to Closed
  • % Done changed from 0 to 100
walzer 2012-05-25 08:15
  • Project changed from cocos2d-x to cpp
  • Category deleted (2)
  • Target version deleted (cocos2d-0.99.5-x-0.8.3)

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Status:Closed
Start date:2011-03-02
Priority:Normal
Due date:
Assignee:zhangbin
% Done:

100%

Category:-
Target version:-

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