public void increaseAtlasCapacity() { // if we're going beyond the current TextureAtlas's capacity, // all the previously initialized sprites will need to redo their texture coords // this is likely computationally expensive int quantity = (m_pobTextureAtlas.Capacity + 1) * 4 / 3; System.Diagnostics.Debug.WriteLine ( string.Format( "cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [{0}] to [{1}].", (long)m_pobTextureAtlas.Capacity, (long)m_pobTextureAtlas.Capacity ) ); if (!m_pobTextureAtlas.resizeCapacity(quantity)) { // serious problems System.Diagnostics.Debug.WriteLine("cocos2d: WARNING: Not enough memory to resize the atlas"); Debug.Assert(false); } }