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Home/ Questions/Q 8228105
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T16:21:11+00:00 2026-06-07T16:21:11+00:00

I am using cocos2d-iphone, latest non-beta version. Recently I found this: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:effects , and

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I am using cocos2d-iphone, latest non-beta version.

Recently I found this: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:effects, and I was interested in CCLiquid or CCWaves for some water effects in my game.

However, when I apply CCLiquid action on my CCSprite, everything but the sprite itself is rendered black. Well, not exactly. When I increased the amplitude of the action, I noticed that it was actually a black background the size of the screen generated directly below my CCSprite (and such background was also being “waved”).

Even though this is not a 3D action (no 3D suffix at least), I decided to follow the tip on that page and put this on my delegate:

[[CCDirector sharedDirector] setDepthBufferFormat:kDepthBuffer16];

But kDepthBuffer16 is not recognized anyway.

Any ideas?

Edit: Something that might be worth mentioning is that my sprite is being animated with CCAnimate.

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  1. Editorial Team
    Editorial Team
    2026-06-07T16:21:12+00:00Added an answer on June 7, 2026 at 4:21 pm

    With version 1.0.1 , this fixed it for me (static image, no animation). This is in AppDelegate (in my case):

    - (void) applicationDidFinishLaunching:(UIApplication*)application
    {
        // Init the window
    
        window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
        if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] ) {
            [CCDirector setDirectorType:kCCDirectorTypeDefault];
        }
    
        CCDirector *director = [CCDirector sharedDirector];
    
        // Init the View Controller
    
        viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
        viewController.wantsFullScreenLayout = YES;
    
        // Create the EAGLView manually
    
        EAGLView* glView = [EAGLView viewWithFrame:[window bounds]
                                       pixelFormat:kEAGLColorFormatRGBA8
                                       depthFormat:GL_DEPTH_COMPONENT16_OES
                                preserveBackbuffer:NO
                                        sharegroup:nil
                                     multiSampling:NO
                                   numberOfSamples:0];
    
    
        // attach the openglView to the director
    
        [director setOpenGLView:glView];
    
        // ... etc here  
    
    }
    
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