I'm currently creating a CCSprite
like this:
CCSprite *s = [CCSprite spriteWithFile:@"image.png"];
This sprite is the background image of a CCLayer
that's used relatively often. Is the following use of CCTextureCache
more efficient?
CCTexture2D *t = [[CCTextureCache sharedTextureCache] addImage:@"image.png"];
CCSprite *s = [CCSprite spriteWithTexture:t];