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Rendering Target Node - Rendering to texture made simpler. #231
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It looks really interesting. It does remove a few roadblocks to CCRenderTexture. |
I like. Scheduled for v2.1 |
I sort of merged it it. |
It probably doesn't work because you should call visit on the children ( in renderTexture visit method ) when auto-draw mode is turned off. I designed it this way ( as separate target node ) because it allows you to have more control over it, yet it's still very simple to use.
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Thanks.
Which one should you use and when ? It is not clear for the user. I think it is confusing. That's why I merged |
Would the other patch related to viewport and model view transforms in begin and end do any good to the bug you see now @riq? [web [iPhone msg]] On 09/ott/2012, at 17:48, Ricardo Quesada [email protected] wrote:
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@ricardoquesada there is still a mistake because currently code in repository is calling [children visit] in draw method but ONLY if you have autodraw enabled. You still need to visit children if you don't have autodraw enabled ( default ) or you break backward compatibility |
@Panajev: Mmm... yes, perhaps. @krzysztofzablocki: Thanks. What I am doing instead is calling |
@ricardoquesada it might not solve the issue, that I do not know for sure, On Tue, Oct 9, 2012 at 8:06 PM, Ricardo Quesada [email protected]:
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CCRenderTexture is abused by many people, people get confused how to render properly into it, like overriding visit methods, mostly because not all cocos nodes are easy to use with CCRenderTexture:
'fixed' - means workaround and in my book is really poor.
Added CCRenderTargetNode - a node that simplifies rendering into CCRenderTexture.