ClippingNode在RenderTexture里visit,不正常,求助啊!

我用的是cocos2d-x 3.0

auto stencil = DrawNode::create();
static Point triangle;
triangle = Point(-40, -40);
triangle = Point(40, -40);
triangle = Point(0, 40);
static Color4F green(0, 1, 0, 1);
stencil->drawPolygon(triangle, 3, green, 0, green);
auto clipper = ClippingNode::create();clipper->setAnchorPoint(Point(0.5, 0.5));
clipper->setPosition( Point(100, 100) );clipper->setStencil(stencil);
clipper->setInverted(true);
// containerAddedAsChild->addChild(clipper, 20); // 工作正常
containerRenderedToTexture->addChild(clipper, 20); // 异常,画出来整个的未clip的素材,并且周围都是纯白色
auto img = Sprite::create(“test_sprite.png”);
img->setAnchorPoint(Point(0.5, 0.5));
clipper->addChild(img);

试过了autodraw,visit,加在一个node上再visit等等
总之,clippingnode和rendertexture一起用,就不正常了,求解答。

哪位大神能看看这个问题吗?是不是跟3.0的“下一帧”问题相关啊?

RenderTexture有几个不同的create函数用于创建不同的renderbuffer环境,而ClippingNode需要用的stencilbuffer,
所以创建RenderTexture的时候要调用那个带有depthStencil format参数的create函数,可以参考github上的这个
issue:https://github.com/cocos2d/cocos2d-x/issues/8875