OK I looked at this pyglet documentation and I didn't understand much of 
it... So I'll follow your advice and stick to the no-batch option, with a 
class pretty similar to yours.

Thanks for the kind explanations

Le lundi 16 avril 2012 20:50:51 UTC+2, Nitneroc a écrit :
>
> As I said in another thread, I'm a newbie, so I hope my question isn't 
> totally stupid.
>
> I have Sprite objects, with a name displayed above them. This name is a 
> cocos2d Label. For speed-ups, I wanted to put the Sprites in a batch, so I 
> just tried to add them as children to the BatchNode. This raised an error 
> because the Label isn't a BatchableNode. I knew things couldn't be that 
> easy, but I tried to create my own Label class that inherited from 
> BatchableNode, and the exception disappeared, but there is only one of my 
> labels displayed, and I don't really understand how to make it work...
>
> In fact I don't know a thing about how batches manage to speed-up drawing 
> operations, I guess it's by calling draw for objects with the same 
> graphics. So I guess putting text inside a batch is meaningless (looking 
> through cocos.text.TextElement, I think I understood that pyglet uses a 
> specific batch for each label).
>
> How can I add such a Sprite to a BatchNode ?
>
> Thanks for reading
>

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