Load sprites in XCode 7.3 Beta #15199
![@slackmoehrle](https://i-blog.csdnimg.cn/blog_migrate/b6b181302c29c7a8c9515b172d2a918d.jpeg)
slackmoehrle commented
on 9 Mar
I don't have Xcode 7.3 yet, but I can snag it and try to reproduce this.
![@slackmoehrle](https://i-blog.csdnimg.cn/blog_migrate/b6b181302c29c7a8c9515b172d2a918d.jpeg)
slackmoehrle commented
on 22 Mar
XCode 7.3 final comes out today. I will try with this version. Beta 5 seemed to work.
![@rws08](https://i-blog.csdnimg.cn/blog_migrate/d1e5004b650e6e65bc2b20ce8b38c987.jpeg)
I have this problem too. using Xcode 7.3(7D175) and iOS 9.3.
libpng error: CgBI: unhandled critical chunk
cocos2d: SpriteFrameCache: couldn't load texture file.
CCImage.cpp
bool Image::initWithPngData(const unsigned char * data, ssize_t dataLen){
...
png_read_info(png_ptr, info_ptr); // problem code
...
}
![@slackmoehrle](https://i-blog.csdnimg.cn/blog_migrate/b6b181302c29c7a8c9515b172d2a918d.jpeg)
slackmoehrle commented
on 22 Mar
Thanks. I am downloading the latest XCode 7.3 build. Takes me quite some time.
If I try to load a sprite it fails with this error on the console:
libpng error: CgBI: unhandled critical chunk.
Everything works fine when I run it on simulator, only happens when running in device. If it might help, I am using Xcode 7.3 beta and iOS 9.3 beta. Downgrading to Xcode 7.2 solve the problem.