CocosSharp.CCParticleBatchNode Class
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, ICCTexture

Remarks

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)