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[android] replace the method for EGL rendering context lost
[android] replace the method for EGL rendering context lost
Bug #374 [Closed]
- Assignee set to zhangbin@cocos2d-x.org
- Assignee deleted (
zhangbin@cocos2d-x.org)
- Target version set to 9
- 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.
- Assignee set to zhangbin@cocos2d-x.org
- Status changed from New to Closed
- % Done changed from 0 to 100
- Project changed from cocos2d-x to cpp
- Category deleted (
2) - Target version deleted (
cocos2d-0.99.5-x-0.8.3)
Status: | Closed | |
---|---|---|
Start date: | 2011-03-02 | |
Priority: | Normal | |
Due date: | ||
Assignee: | zhangbin@cocos2d-x.org | |
% Done: | 100% |
|
Category: | - | |
Target version: | - |
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.