How would one go about adding a CCRenderTexture into a CCParticleSystem and draw the CCParticleSystem into the CCRenderTexture, then draw this texture instead of the CCParticleSystem. This will allow a blend function to be used between the CCParticleSystem and the CCRenderTexture. The reason being this:
Here's what I have in the draw: of CCParticleSystem:
-(void) draw {
CCRenderTexture *rte = [CCRenderTexture renderTextureWithWidth:200 height:300];
[rte beginWithClear:0 g:0 b:0 a:0.5];
[super draw];
[rte end];
[rte visit];
}
Whatever I'm doing is slightly wrong, because the CCParticleSystem texture drawn onto the CCRenderTexture is moving across the CCParticleSystem as the CCParticleSystem moves around. This is probably something to do with draw and how it works with positions. Is there a way to still do all this inside the CCParticleSystem (so I can still keep it all in one object), or do I have to make a second class to store both the CCRenderTexture and also the CCParticleSystem?





