Hi,
Using v1.80 (final), I noticed that my tk2d sprites were not dynamic batching. They are all local scale (1,1,1), not sure what other parameters to check. But, my tk2d animated sprites were all dynamic batching fine.
As an experiment, I converted each tk2d sprite into an animated sprite, duplicating the image twice (I think there's an optimization that catches same image - so I tricked it into thinking they were different images) and creating 2 identical animation frames so it looks like the original sprite. Interestingly enough, my draw calls dropped from ~100 draw calls to about ~20 draw calls. I am assuming that the animation is more CPU intensive than a regular sprite - so I would like to get dynamic batching working with regular sprites. Is there a bug with tk2d sprites preventing dynamic batching or am I doing something wrong?
Thanks,
- hemdanw