Yeah, I have this warning as well. It is because I do not set sampler explicitly which is actually not needed.
I am not plan to add more functionality now since this is all we need for our game. But you have core functions for rendering sprites, atlases, labels, … You can easily add other nodes what you need inspiring with for example Label or TextureAtlas nodes. Shaders should be ok but there is slightly different approach to define new shader (this can be seen in ccShaders).
Now I will only debug things I added. There are some problems. I will also look at the problem with rendering.
After removing angle and fixing rendering problem it will be easy to add functionality to other nodes.
I think there is a problem in the shaders system, I made all pixel shaders return red(return float4(1, 0, 0, 1) but I still see the default clear color.
I thinks this is most important update for cocos2d-x now. Hope cocos2d-x official can support for this, even if it not complete but give us a choice. A temporary brunch is good enough, it should not take much time but great help for developers. You know WP8 is fast growing and time equals money. If need we can join in. Guys keep this moving. Thanks swap again.
I would love to see this come into fruition. ANGLE is not only non-performant it is outright buggy. In my experience, any texture that extends beyond the right side of the screen gets looped around to the left side on top of itself and z-fights and CCScale9Sprite by default results in a broken texture. This has made using kResolutionNoBorder as in the iOS and Android versions of our app impossible. This is on top of the already existing bugs in the WinRT “support” in cocos2d-x (I put it in quotes to emphasize that just because something builds doesn’t mean it is supported…).
I have found the issue in WP8 cpptest Project, The D3D not setup completely, Eye and model matrix not setup. I am trying to fix it and waiting swap 's update.