void updateColor() { m_sQuad.bl.colors = new ccColor4B(m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity); m_sQuad.br.colors = new ccColor4B(m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity); m_sQuad.tl.colors = new ccColor4B(m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity); m_sQuad.tr.colors = new ccColor4B(m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity); // renders using Sprite Manager if (m_bUseBatchNode) { if (m_uAtlasIndex != ccMacros.CCSpriteIndexNotInitialized) { m_pobTextureAtlas.updateQuad(m_sQuad, m_uAtlasIndex); } else { // no need to set it recursively // update dirty_, don't update recursiveDirty_ m_bDirty = true; } } // self render // do nothing }