CCParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call (often known as “batch draw”).
A CCParticleBatchNode can reference one and only one texture (one image file, one texture atlas). Only the CCParticleSystems that are contained in that texture can be added to the CCSpriteBatchNode. All CCParticleSystems added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call. If the CCParticleSystems are not added to a CCParticleBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
Limitations:
- At the moment only CCParticleSystemQuad is supported
- All systems need to be drawn with the same parameters, blend function, aliasing, texture
Most efficient usage
- Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
- Initialize all particle systems and add them as child to the batch node