I’m toying with a small game on my iPad using cocos2d and I’ve run into some performance worries. I have a 512×512 image tiled as my background. That gives me around 40fps with 20 sprites (in a CCSpriteBatchNode), the code for the background is this:
CCSprite *background;
background = [CCSprite spriteWithFile:@"oak.png" rect : CGRectMake(0,
0,
size.width,
size.height)];
background.position = ccp( size.width /2 , size.height/2 );
ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_REPEAT};
[background.texture setTexParameters: ¶ms];
If I remove the background I get a solid 60fps.
I’ve tried converting the image to PVRTC and that did give an extra fps or two. I get identical framerates using a 1024×768 image instead of the tiled version.
Since my background will remain axis aligned, unscaled and generally static. I figure there should be a faster way to draw it than having it as a regular CCSprite?

Turns out cocos2d moves in mysterious ways. Adding the background to an otherwise empty wrapping
CCSpritegets the framerate back up to 60:Credits for this goes to yaoligang on the cocos2d forums.