Well for those interested i kind of restored the old draw method from 0.7.3 and it works fine
here's the code (it goes in TextureNode.m)
- (void) draw
{
glEnableClientState( GL_VERTEX_ARRAY);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnable( GL_TEXTURE_2D);
glColor4ub( color_.r, color_.g, color_.b, opacity_);
[texture_ drawAtPoint: CGPointZero];
// is this chepear than saving/restoring color state ?
glColor4ub( 255, 255, 255, 255);
glDisable( GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
/*
glEnableClientState( GL_VERTEX_ARRAY);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnable( GL_TEXTURE_2D);
glColor4ub( color_.r, color_.g, color_.b, opacity_);
BOOL newBlend = NO;
if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) {
newBlend = YES;
glBlendFunc( blendFunc_.src, blendFunc_.dst );
}
[texture_ drawAtPoint: CGPointZero];
if( newBlend )
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
// is this chepear than saving/restoring color state ?
glColor4ub( 255, 255, 255, 255);
glDisable( GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
*/
}