[android] replace the method for EGL rendering context lost
|Assignee:||Bin Zhang||% Done:||
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.
Updated by Zhe Wang about 2 years ago
- 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.
Updated by Bin Zhang about 2 years ago
- Status changed from New to Closed
- % Done changed from 0 to 100