CocosSharp.CCSpriteBatchNode 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: CCSpriteBatchNode Members

Syntax

public class CCSpriteBatchNode : CCNode, ICCTexture

Remarks

CocosSharp.CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as "batch draw").

CocosSharp.CCSpriteBatchNode

A CocosSharp.CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas). Only the Sprites that are contained in that texture can be added to the CocosSharp.CCSpriteBatchNode. All Sprites added to a CocosSharp.CCSpriteBatchNode are drawn in one OpenGL ES draw call. If the Sprites are not added to a CocosSharp.CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.

CocosSharp.CCSpriteBatchNode CocosSharp.CCSpriteBatchNode CocosSharp.CCSpriteBatchNode CocosSharp.CCSpriteBatchNode

Limitations:

v0.7.1

v0.7.1

The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is Sprite or any subclass of Sprite. eg: particles, labels and layer can't be added to a SpriteBatchNode. The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is Sprite or any subclass of Sprite. eg: particles, labels and layer can't be added to a SpriteBatchNode. Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture. Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.

Requirements

Namespace: CocosSharp
Assembly: CocosSharp (in CocosSharp.dll)