.net barcode generator code project CCSpriteBatchNode in Objective-C

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Every time a texture is drawn on the screen, the graphics hardware has to prepare the rendering, render the graphics, and clean up after rendering. There is an inherent overhead caused by starting and ending the rendering of a single texture. This can be alleviated by letting the graphics hardware know that you have a group of sprites that should be rendered using the same texture. In that case, the graphics hardware will perform the preparation and cleanup steps only once for a group of sprites.
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CHAPTER 6: Sprites In-Depth
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Figure 6 1 shows an example of this kind of batch rendering. As you can see, there are hundreds of identical bullets on the screen. If you rendered them each one at a time, your frame rate would drop by at least 15 percent in this case. With a CCSpriteBatchNode, you can avoid the repeated effort.
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Figure 6 1. Drawing many CCSprite nodes using the same texture is more efficient when they are added to a CCSpriteBatchNode.
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As a refresher, here s how you d create a CCSprite the normal way:
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CCSprite* sprite = [CCSprite spriteWithFile:@ bullet.png ]; [self addChild:sprite];
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Listing 6 1 changes the creation of the same CCSprite to use a CCSpriteBatchNode instead. Of course, just adding one CCSprite to it won t give you any benefit, so I ll be adding a number of sprites using the same texture to the CCSpriteBatchNode.
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Listing 6 1. Creating Multiple CCSprites and Adding Them to a CCSpriteBatchNode to Render Them Faster CCSpriteBatchNode* batch = [CCSpriteBatchNode batchNodeWithFile:@"bullet.png"]; [self addChild:batch]; for (int i = 0; i < 100; i++) { CCSprite* sprite = [CCSprite spriteWithFile:@ bullet.png ]; [batch addChild:bullet]; }
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You will notice that in Listing 6 1 the CCSpriteBatchNode takes a file as an argument, even though the CCSpriteBatchNode itself isn t displayed. It s more like a CCLayer in that regard, except that you can only add CCSprite nodes to it. The reason it takes an image file as argument is that all CCSprite nodes added to the CCSpriteBatchNode must use the same texture. If you make that mistake, you ll see the following error message in the debugger console:
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SpriteBatches[13879:207] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'CCSprite is not using the same texture id'
CHAPTER 6: Sprites In-Depth
When to Use the CCSpriteBatchNode
The CCSpriteBatchNode can be used whenever you display two or more CCSprites of the same kind. The more CCSprites you can group together, the greater the benefit of using CCSpriteBatchNode will be. There are limitations, however. Since all the CCSprite nodes are added to the CCSpriteBatchNode, all CCSprite nodes added to it will be drawn at the same z-order (depth). If your game is supposed to have bullets flying behind and in front of enemies, you would have to use two CCSpriteBatchNodes to group the bullet sprites of the lower and the higher z-order independently. Another drawback is that all CCSprites added to the CCSpriteBatchNode need to use the same texture. But that also means that the CCSpriteBatchNode becomes most important when you are using a Texture Atlas. With a Texture Atlas you are not limited to drawing only one image; instead you can add a number of different images to the same Texture Atlas and draw all of these images using the same CCSpriteBatchNode, speeding up the rendering of all the images of the same Texture Atlas. The issue of z-ordering in this case also is less prevalent since you can specify the zorder of CCSprite nodes within the CCSpriteBatchNode. If all your game s images can fit into the same Texture Atlas, you could compose almost your entire game using just a single CCSpriteBatchNode (although this will be the rare exception). Think of the CCSpriteBatchNode as similar to a CCLayer, except that it only accepts CCSprite nodes using the same texture. With that mindset I m sure you ll find the right places to use the CCSpriteBatchNode.
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