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Update code to new renderer
Update code to new renderer
Bug #4535 [Closed]
correct.
CustomCommand
is a "custom" command used to draw your own nodes using custom opengl command.
When you use custom commands:
- you cannot batch them
- it is difficult to port to other platforms
The renderer, as it is now, it is "OK"... but if 90% of our nodes are using custom commands, then it we have less chances to do auto-batching.
I'm specially concerned for the labels.
Labels is something that we should be able to batch, and currently we cannot do that because we are using either SpriteBatchNode, or custom commands.
Redmine issue system is closed, we are using github issue system instead.
This issue was moved to https://github.com/cocos2d/cocos2d-x/issues/8381
He have a new renderer that is capable of doing auto-batching.
But in order to do so, we need to send
QuadCommands
and notCustomCommands
.So we need to:
CustomCommands
... it will also make our code easier to portSpriteBatchNode
... currently it is being used byLabel