I am implementing a paint program in SpriteKit and I am super impressed by the simplicity of implementation SprikeKit enables. Very cool indeed!
Each brush stroke is implemented as a SKSpriteNode with attached SKShader. Everything works as I expect.
Issue: Currently I am steadily growing the SKScene graph as brush strokes are appended. This is not a scalable solution as resource consumption mushrooms and framerate slows to a crawl. So, what I want to do "bake" the SKScene graph after brush stroke is painted.
I tried setting myScene.shouldRasterize = YES on my SKScene instance but it appeared to have no effect. How do I "bake" rendering results in SpriteKit? Do I have to roll my own?
Thanks,
Doug