public bool InitWithTexture(CCTexture2D tex, int capacity) { m_blendFunc.Source = CCMacros.CCDefaultSourceBlending; m_blendFunc.Destination = CCMacros.CCDefaultDestinationBlending; m_pobTextureAtlas = new CCTextureAtlas(); if (capacity == 0) { capacity = kDefaultSpriteBatchCapacity; } ContentSize= tex.ContentSize; // @@ TotallyEvil - contentSize should return the size of the sprite sheet m_pobTextureAtlas.InitWithTexture(tex, capacity); UpdateBlendFunc(); // no lazy alloc in this node m_pChildren = new RawList<CCNode>(capacity); m_pobDescendants = new RawList<CCSprite>(capacity); return true; }
/// <summary> /// creates a TextureAtlas with a previously initialized Texture2D object, and /// with an initial capacity for n Quads. /// The TextureAtlas capacity can be increased in runtime. /// </summary> public static CCTextureAtlas Create(CCTexture2D texture, int capacity) { var pTextureAtlas = new CCTextureAtlas(); if (pTextureAtlas.InitWithTexture(texture, capacity)) { return pTextureAtlas; } return null; }