We have a game in the App Store that uses the great example from this site:
http://www.raywenderlich.com/3857/how-to-create-dynamic-textures-with-ccrendertexture
to allow us to create textures on the fly for our game.
We are now porting our game to Mac (cocos has made this very simple, thanks) and the code that renders the sprite texture behaves very differently on IOS vs Mac.
We are following the same formula as the blog post, ie - using a background color (beginWithClear), drawing checkers (stripes in blogpost), drawing a gradient, a highlight, adding a texture (noise png [visit]) and finally adding an outline. This all works great on IOS and delivers the desired result.
On Mac, the background color and the texture (noise png visit) draw as expected, but the other GL calls to draw the checkers, gradient, highlight and outline do not produce any results on screen ( or any GL Error or otherwise).
I tried mucking with the various GLEnable/ClientEnable & Disable calls to see if there was something wrong there, but it produced no changes.
Can anyone here maybe provide some direction on how to fix or isolate the issue so that we can fix it? This is the last blocker for our Mac port and it has proven very challenging to resolve.
Thanks!