Here are two examples. (The author may fix these bugs in the next version)
Fantasy 2 HD
Http://itunes.apple.com/app/link-link-2-hd/id439611994? Mt = 8,
Fishery crisis HD
Http://itunes.apple.com/app/fisheriescrisis/id440999336? Mt = 8
According to the cocos2d-iphone Post "cocos2d and iPad 2" http://www.cocos2d-iphone.org/archives/1430, cocos2d-x games have the same problem, RicardoQuesada believes this is a bug on iPad2, not caused by cocos2d.
In the default settings, the cocos2d-x uses a 3D projection with a deep buffer, In the CCDirector: setgldefavaluvalues () function
VoidCCDirector: setgldefavaluvalues (void)
{
// This method is called only after openGLView _ initialization.
Assert (m_pobOpenGLView );
SetAlphaBlending (true );
SetDepthTest (true );
SetProjection (m_eProjection );
// M_eProjection is set to kCCDirectorProjectionDefault in ccctor ctor: init ().
// KCCDirectorProjectionDefault is set to kCCDirectorProject3D in CCDirector. h.
//...
}
Therefore, do not forget to call iPad 2 games.
// Solution A: Disable deep detection.
CCDirector: sharedDirector ()-> setDepthTest (false );
Or
// Solution B: 2D projection
CCDirector: sharedDirector ()-> setProjection (kCCDirectorProjection2D );
Select any one. After the modification, please test your entire game again. SetDepthTest may affect some effects, transformations, and actions on the Z axis of the tile map.