Hi, apologies that this might of been already fixed on another forum thread however I've looked around a lot and couldn't find anything specific so hopefully you can help with an issue I'm getting with SPTextureAtlas & memory.
I've been working with Sparrow on my first native iOS app for a while and love it, however I've recently been testing a version of my app on the original iPad running iOS 5 and have come across a few memory issues that break the app.
Once Sparrow starts the Live Bytes raises to around 1.5mb which seems pretty stable and doesn't fluctuate too much. Once Sparrow is running i then try to load in a number of Texture Atlas', originally i tried to do this all at once and obviously the app crashed. I've now created a texture manager that loads these in one by one. The process runs great until the 3rd Atlas which crashes the app.
I've run the Allocations part of the profiler and have found that each time a SPTextureAtlas is created the Live Bytes spikes to around 18mb. The assets I'm using aren't that large in size, between 100kb & 500kb, so i'm slightly confused as to why the active memory spikes to 18mb. The other strange thing is that whilst the first two Atlas' do not give out any memory warnings, the third gives numerous memory warnings that lead to a crash even though there roughly the same size.
Does this sound like something someone has seen before? I've followed the tutorial on how to create a SPTextureAtlas & have also tried a few different methods for introducing SPTextureAtlas' to memory. Any help would be greatly appreciated.
Thanks in advance.