title: Clip a CCSprite added to CCSpriteBatchNode
body: <p>I'm clipping my sprite with this code:</p>
  
  <pre><code>//At my CCSprite subclass m.
  
  -(void)visit
  {
  CGPoint worldOrg = [self convertToWorldSpace:ccp(0, 0)];
  CGPoint dest = [self convertToWorldSpace:ccp(self.contentSize.width, self.contentSize.height)];
  CGPoint dims = ccpSub(dest, worldOrg);
  
  glEnable(GL_SCISSOR_TEST);
  
  glScissor(worldOrg.x, worldOrg.y, dims.x, dims.y);
  
  #define SHOW_CLIPPED_AREA 1
  
  #if SHOW_CLIPPED_AREA
  //Draws a red rectangle showing clipped area
  ccDrawSolidRect(ccp(0, 0), ccp(1024, 1024), ccc4f(64, 0, 0, 128));
  #endif
  [super visit];
  
  glDisable(GL_SCISSOR_TEST);
  }
  </code></pre>
  
  <p>Then just create the sprite as usual, adjust the sprite.contentSize property to whatever I need:</p>
  
  <pre><code>CCSprite aSprite = [CCSprite spriteWith...];
  aSprite.contentSize = CGSizeMake(20,20);
  //Add it to my layer
  [self addChild:aSprite];
  </code></pre>
  
  <p>And it works as expected!</p>
  
  <p>Problem... </p>
  
  <p>When adding it to a CCSpriteBatchNode, it wont clip the sprite... it shows the sprite but without clipping it.</p>
  
  <p>Can someone please help me out with this, I've googled everywhere with no answer to this.</p>
  
  <p>I've also used the ClippingNode class from <a href="http://www.learn-cocos2d.com/2011/01/cocos2d-gem-clippingnode/" rel="nofollow">Steffen Itterheim</a>, but I'm also having issues adding it to a CCSpriteBatchNode.</p>
  
  <p>Any help will be appreciated.</p>