模拟器上正常,真机花屏,字体渲染问题

用freetype,模拟器上调试正常,真机花屏了,求解程序定位错误
这段是纹理渲染,真机上会莫名其妙多出来一个文字,用sprite每个字设置单个字的纹理是正常的,就是打到一张图上会有花屏

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    ccGLBindTexture2D(user_texture()->getName());

    for ( size_t i = 0; i < m_dirty_slots.size(); i++ )
    {
        GlyphSlot* slot = m_dirty_slots*;        

        glTexSubImage2D(GL_TEXTURE_2D, 0, 
            slot->padding_rect.origin_x, slot->padding_rect.origin_y,
            slot->bitmap->real_width(), slot->bitmap->real_height(),
            GL_RGBA, GL_UNSIGNED_BYTE, slot->bitmap->get_buffer()
            );
        


        slot->bitmap->release();
        slot->bitmap = NULL;
        
    }

    m_dirty_slots.clear();

```


这段是quads的配置

if ( !m_dirty )
    {
        return;
    }
    m_dirty = false;

    if ( m_pTextureAtlas->getCapacity() < getQuadsToDraw() )
    {
        m_pTextureAtlas->resizeCapacity( getQuadsToDraw() );
    }
    
    
    ccV3F_C4B_T2F_Quad quad;

    CCTexture2D *texture = m_pTextureAtlas->getTexture();
    float textureWide = (float) texture->getPixelsWide();
    float textureHigh = (float) texture->getPixelsHigh();


    int i = 0;
     float pos = 0;
    float height = 0;
    float width = 0;
    for(i=0;itexture->user_texture();


#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
        float left   = slot->padding_rect.origin_x/textureWide;
        float right  = left + slot->padding_rect.width/textureWide;
        float top    =  slot->padding_rect.origin_y/textureHigh;
        float bottom = top + slot->padding_rect.height/textureHigh;

   
#else
        float left   = slot->padding_rect.origin_x;
        float right  = left + slot->padding_rect.width;
        float top    =  slot->padding_rect.origin_y;
        float bottom = top + slot->padding_rect.height;
    
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL

        height =slot->padding_rect.height;
        width =slot->padding_rect.width;
        
            quad.tl.texCoords.u = left;
            quad.tl.texCoords.v = top;
            quad.tr.texCoords.u = right;
            quad.tr.texCoords.v = top;
            quad.bl.texCoords.u = left;
            quad.bl.texCoords.v = bottom;
            quad.br.texCoords.u = right;
            quad.br.texCoords.v = bottom;

            quad.bl.vertices.x = i*slot->padding_rect.width;
            quad.bl.vertices.y = 0;
            quad.bl.vertices.z = 0.0f;
            quad.br.vertices.x = (i+1)*slot->padding_rect.width;
            quad.br.vertices.y = 0;
            quad.br.vertices.z = 0.0f;
            quad.tl.vertices.x = i*slot->padding_rect.width;
            quad.tl.vertices.y = slot->padding_rect.height;
            quad.tl.vertices.z = 0.0f;
            quad.tr.vertices.x = (i+1)*slot->padding_rect.width;
            quad.tr.vertices.y = slot->padding_rect.height;
            quad.tr.vertices.z = 0.0f;

            ccColor4B c = { m_displayedColor.r, m_displayedColor.g, m_displayedColor.b, m_displayedOpacity };
            quad.tl.colors = c;
            quad.tr.colors = c;
            quad.bl.colors = c;
            quad.br.colors = c;
        
            m_pTextureAtlas->updateQuad(&quad, i);
        
    }
    setContentSize(CCSize(m_slots.size()* width,height));
```



**

我用的quick的2.2的版本,3.0不敢升级

请问解决了么

请问解决了吗,我最近也遇上这个问题,很苦恼