Avoid sending invisible sprites vertex data to the GPU using SpriteBatchNode

Hi,

since i’m working on a pretty big game i’m trying to avoid drawing everything that’s out of the screen (game is slow as hell if I don’t).

While doing some profiling i’ve seen that i’m sending like ~600 vertexs from a SpriteBatchNode draw call (i have more 100 childs on it).
A lot of this sprites are invisible, i could really benefit from not sending this data to the GPU.

Since SpriteBatchNode uses CCTextureAtlas internally, am i able to remove some quads from it and add them later?
I’ve been trying to, but I found a lot of asserts… has anybody achieved anything similar?

Thanks!