大事件,TransitionSplitRows和TransitionFade在真机上运行得不到模拟器下的效果

游戏中用到这两个过渡,在模拟器上运行效果是Ok的,但一到真机上效果完全烂了,黑屏或偏移白屏一块,贴上部分代码,大家帮我分析一下,xcode是6.1.1,cocos2dx是最新的3.4 final,真机iphone 4s ,系统是ios8.1

------------------------------------------------------------------loginpanel.lua----------------------------------------------------------------------------
local scene = cc.Scene:create()
scene:addChild(layout,1)
local screenSize = cc.Director:getInstance():getWinSize()
local rootSize = layout:getContentSize()

local director = cc.Director:getInstance()
local runscene=director:getRunningScene()
local splitrowscene=CC.TransitionSplitRows:create(2, scene)
if runscene == nil then
director:runWithScene(splitrowscene)

else
director:replaceScene(splitrowscene)

end


-----------------------------------------------------------------battlePanel.lua--------------------------------------------------------------------------
local director = cc.Director:getInstance()
local scene = cc.Scene:create()

peaceScenePanel:run(scene)
scene=cc.TransitionFade:create(2, scene, cc.c3b(255, 255, 255))

local runscene=director:getRunningScene()
if runscene == nil then
director:runWithScene(scene)
else
director:replaceScene(scene)
end


好吧是我的错,我在程序运行时创建了个texture,以便在后面需要的时候的使用,然后在手机运行时,被cocos2dx以unuse的名义删除掉了,之后再使用这个texture时就出错了,然后界面就乱了,处理方法是在使用的地方调用cache的addimage(),不在程序运行初就addimage了。