is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").
See Also:
CCParticleBatchNode Members
Syntax
public class
CCParticleBatchNode :
CCNode,
ICCTextureRemarks
CocosSharp.CCParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").
CocosSharp.CCParticleBatchNode
A CocosSharp.CCParticleBatchNode can reference one and only one texture (one image file, one texture atlas). Only the ParticleSystems that are contained in that texture can be added to the CocosSharp.CCSpriteBatchNode. All ParticleSystems added to a CocosSharp.CCSpriteBatchNode are drawn in one OpenGL ES draw call. If the ParticleSystems are not added to a CocosSharp.CCParticleBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
CocosSharp.CCParticleBatchNode
CocosSharp.CCSpriteBatchNode
CocosSharp.CCSpriteBatchNode
CocosSharp.CCParticleBatchNode
Limitations:
Most efficient usage
At the moment only ParticleSystemQuad is supported
At the moment only ParticleSystemQuad is supported
All systems need to be drawn with the same parameters, blend function, aliasing, texture
All systems need to be drawn with the same parameters, blend function, aliasing, texture
Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
Initialize all particle systems and add them as child to the batch node v1.1
Initialize all particle systems and add them as child to the batch node v1.1
Requirements
Namespace: CocosSharp
Assembly: CocosSharp (in CocosSharp.dll)