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Limit on number of children of SpriteBatchNode

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@wjdp wrote:

I'm attempting a dynamic isometric map using many sprites as children of a sprite map. I've found at around ~18,000 children the sprites are not drawn. They exist, visible in the debugger, but are not drawn to screen.

Setting some sprites (such as those offscreen) as invisible allows others to be drawn. My question is is this limit intentional, and am I going to have issues when running on lower spec machines?

I'm aware an have set the capacity parameter to a suitable value when calling create:

static SpriteBatchNode * 	create (const char *fileImage, int capacity=DEFAULT_CAPACITY)

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