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];
No. Internally, all methods that use an image as a texture (not just CCSprite) will add the texture to the CCTextureCache.
The only reason why you would want to use addImage directly is when you want to pre-load certain textures so that the first appearance of a node using that texture won't cause a lag during gameplay.