Slightly modified CCMotionStreak gives me memory issues
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I have a game that uses CCMotionStreak exactly as it should be used (as a motionstreak). But I also need a way to draw these streaks directly and not over time. Something like this for instance, does not work (this is actually done in a loop but just to show an example)

    // Lets say these points represents a curve movement
    streak.position = pos1;
    streak.position = pos2;
    // ...
    streak.position = pos20; 

As [streak update] is not called everytime you set the position. So i modified setPosition in CCMotionStreak.m to look like this:

    - (void) setPosition:(CGPoint)position
    {
	startingPositionInitialized_ = YES;
        positionR_ = position;
        [self update:0];
    }

It works well until I get "malloc can't allocate region" and the app crashes. I'm not very good with memory management (especially not with malloc and free). Although because this only happens on the device (that has lower memory than the simulator) and that instruments shows great memory use I assume that this means the app runs out of memory.

Is there a way to solve this issue or do I have to use something else for this purpose? I don't need the fadeout on CCMotionStreak. I realized that CCRibbon might have been perfect for me but this is removed in 2.x for some reason, and I just migrated =/