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一、什么是精灵批处理?
设想一下,在图片为精灵的情况下 ,此时精灵为节点,GPU经行渲染一次,如果有很多相同的精灵,那该如何经行渲染呢?渲染是根据节点数来进行渲染的,也就是说节点的数量决定了渲染的效率。如何提高效率呢?我们先用CCSpritebatchNode进行一次渲染,在这渲染之后,就去存入内存或者缓存中,当我们再次创建精灵时,可以通过CCSprite* sprite = CCSprite::createWithTexture(_batchNode->getTexture())中获取,从而解决多次渲染问题,这也是提高效率的方法之一;
二、精灵批处理程序设计
- #ifndef __T09BatchNode_H__
- #define __T09BatchNode_H__
- #include "cocos2d.h"
- USING_NS_CC;
- class T09BatchNode : public CCLayer
- {
- public:
- T09BatchNode(void);
- ~T09BatchNode(void);
- static CCScene* scene();
- CREATE_FUNC(T09BatchNode);
- bool init();
- bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
- CCSpriteBatchNode* _batchNode;
- };
- #endif
- #include "T09BatchNode.h"
- T09BatchNode::T09BatchNode(void)
- {
- }
- T09BatchNode::~T09BatchNode(void)
- {
- }
- CCScene* T09BatchNode::scene()
- {
- CCScene* scene = CCScene::create();
- T09BatchNode* layer = T09BatchNode::create();
- scene->addChild(layer);
- return scene;
- }
- bool T09BatchNode::init()
- {
- CCLayer::init();
- CCSpriteBatchNode* batchNode = CCSpriteBatchNode::create("CloseNormal.png");
- addChild(batchNode);
- _batchNode = batchNode;
- setTouchEnabled(true);
- setTouchMode(kCCTouchesOneByOne);
- return true;
- }
- bool T09BatchNode::ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent)
- {
- CCSize winSize = CCDirector::sharedDirector()->getWinSize();
- // 创建2千个精灵
- for (int i = 0; i < 2000; i++)
- {
- CCSprite* sprite = CCSprite::createWithTexture(_batchNode->getTexture());
- _batchNode->addChild(sprite);
- sprite->setPosition(ccp(CCRANDOM_0_1() * winSize.width,CCRANDOM_0_1() * winSize.height));
- }
- return true;
- }
三实验现象