I’m writing a tile engine and had to immediately ditch display objects for them as its hideously slow.
I now have a version using sprite sheets that runs acceptably quickly, but I have more tiles than I can fit into a single 512x512 image, and I’m testing on an older generation ipod touch.
Docs state that the maximum resolution for an image is 1024x1024 which you can force when doing display.newImage() by passing the isFullResolution - however not only does this parameter not exist for sprite sheets, but it appears that you are not sharing texture memory between display objects and sprite sheets (so I cannot load the image before hand using newImage() with isFullResolution = true and let that force the following newSpriteSheet() call to use the full resolution image.
So, either please share the texture or implement this flag for sprite sheets.
Barry [import]uid: 46639 topic_id: 8795 reply_id: 308795[/import]