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 > -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To view this discussion on the web visit https://groups.google.com/d/msg/cocos-discuss/-/Vut-xdpQxiIJ. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
