I’m playing around with CCRenderTexture, and notice that if I begin grabbing by using texture->begin();
and then end the grabbing via texture->end();
without doing anything else to it, the texture is automatically cleared and reset to solid black. Shouldn’t it preserve whatever was drawn to the texture in previous calls? If I perform even a single ‘visit’ while grabbing, then everything is preserved as expected. Is there a way to stop it from clearing?
(I have a loop within the begin/end that performs a variety of checks and manipulates sprites but does not always ‘visit’ depending on certain conditions. If I have to begin/end the CCRenderTexture within the loop it greatly slows it down.)