Autobatch for shaders with 2 textures

Autobatch for shaders with 2 textures
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I have some question about the new renderer and the auto-culling features included in the version 3 of cocos2d-x:

I want to use some sprites with a shader that needs 2 textures. But since the Sprite class only support one texture, I have to create my own RenderCommand.

Could I batch all of these sprites in only one RenderCall? Is it possible batch in one call my CustomRenderCommand? or is possible use this second texture with normal Sprites ?

Would be great a flexible propietary shader format with information like how many textures are used for sprites

My other question is if the autoculling feature works for the tiles of a TMXMap.