effective culling in cocos2dx

effective culling in cocos2dx
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Imagine we have a big map. How do we avoid to overload the gpu? setting sprites out of the visible area to invisible doesnt seem to affect the performance.



even if you set them to be invisible it still consumes memory, the simplest solution seems to be chopping up your map into segments


will consume memory and gpu, since it sends the info to the graphic card I guess

do you mean by using addchild/removechild as necessary on the go?