And make it glowing with a repeatforever action with fading in/out.
Do you think is better to use a PNG with trasparency or it’s better to create it like a drawnode directly in opengl?
If you prefer to create it runtime, how do you achieve it?
Image with animated opacity would be the easiest way to go and possibly the cheapest (depending on texture size). But when you scale it, it will scale linearly.
It really depends what the use cases are, if you need fine control of the attenuation and intensity (a la 2d point light) then you may want to consider a custom shader and quad.
To do this in texture space you could create a quad with a uv rect of (x = -1, y = -1, w = 2, h = 2) and use fragment shader something like:
Hey there are a number of approaches to applying shaders to your renderables in cocos2d-x. But it ultimately comes down to the classes GLProgram and GLProgramState.