sprite kit - SpriteKit + iOS8. Does SpriteKit support "baking" rendered results? -


i implementing paint program in spritekit , super impressed simplicity of implementation sprikekit enables. very cool indeed!

each brush stroke implemented skspritenode attached skshader. works expect.

issue: steadily growing skscene graph brush strokes appended. not scalable solution resource consumption mushrooms , framerate slows crawl. so, want "bake" skscene graph after brush stroke painted.

i tried setting myscene.shouldrasterize = yes on skscene instance appeared have no effect. how "bake" rendering results in spritekit? have roll own?

thanks,
doug

the can think of call texturefromnode on skview passing in sknode want "bake". take texture, apply skspritenode, , remove sknode(s) "baked" in texture.


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