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