my game use several particle systems. every time i use the first particle system, stars.plist for example, the next particle to be displayed will use the texture of stars.plist. (so if next particle is rain, then will be a rain of stars :( I use [ARCH_OPTIMAL_PARTICLE_SYSTEM particleWithFile: @""], like:
CCParticleSystem* rain = [ARCH_OPTIMAL_PARTICLE_SYSTEM particleWithFile:@"rain.plist"];
[self addChild:rain z:-1];
and before initializing the rain, i have a call to preload the particle simply using:
[ARCH_OPTIMAL_PARTICLE_SYSTEM particleWithFile:@"rain.plist"];
then if my next particle to play is meteor.plist, the texture used is still the rain.plist's texture.
i use the same way to display meteor:
NSString* fn = [NSString stringWithFormat:@"meteor%i.plist", random];
CCParticleSystem* meteor = [ARCH_OPTIMAL_PARTICLE_SYSTEM particleWithFile:fn];
I've tried CCParticleQuad and CCParticlePoint, in both 3gs and iPhone 4 and simulator, but still the same problem.