"grid" rendering node
"grid" rendering node
carlo Morgantini wrote:
Right now, even when using a batch node, actual Sprite objects need to be created and added to the batch node.
This is definitely not ideal in cases where we want to create/use lots of mainly static sprites (i.e. Text/Labels).
Currently, in these scenarios(lots of static batched sprites), we still pay the memory/performance costs involved with creating sprites and adding them the the scene graph, even if it’s not really needed (99% of the cases).
We would like to create a new node/system for better handling cases like this one (lot of sprites mostly static).
This system should allow to crate and render a “grid” of batched quads without to having to go through the creation and “handling” of actual sprites.
BatchNode currently supports that.
It has 3 APIs for that:
void insertQuadFromSprite(Sprite *sprite, int index); void updateQuadFromSprite(Sprite *sprite, int index); SpriteBatchNode * addSpriteWithoutQuad(Sprite*child, int z, int aTag);
Status: | New | |
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Start date: | 2013-08-06 | |
Priority: | High | |
Due date: | ||
Assignee: | - | |
% Done: | 0% |
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Category: | all | |
Target version: | - |
Right now, even when using a batch node, actual Sprite objects need to be created and added to the batch node.
This is definitely not ideal in cases where we want to create/use lots of mainly static sprites (i.e. Text/Labels).
Currently, in these scenarios(lots of static batched sprites), we still pay the memory/performance costs involved with creating sprites and adding them the the scene graph, even if it’s not really needed (99% of the cases).
We would like to create a new node/system for better handling cases like this one (lot of sprites mostly static).
This system should allow to crate and render a “grid” of batched quads without to having to go through the creation and “handling” of actual sprites.