工作,我嘗試設置最大FPS在我的Cocos2D-X與下面的代碼的應用程序:的Cocos2D-X setAnimationInterval不會在Android
CCDirector::sharedDirector()->setAnimationInterval(1.0/30);
它的工作在iOS上,但是當我在測試它三個Android設備被忽略,並以標準間隔(1/60)渲染幀。
如何使用cocos2d-x正確設置Android上的最大FPS?
工作,我嘗試設置最大FPS在我的Cocos2D-X與下面的代碼的應用程序:的Cocos2D-X setAnimationInterval不會在Android
CCDirector::sharedDirector()->setAnimationInterval(1.0/30);
它的工作在iOS上,但是當我在測試它三個Android設備被忽略,並以標準間隔(1/60)渲染幀。
如何使用cocos2d-x正確設置Android上的最大FPS?
所以我實際上設法實現它。您必須編輯Cocos2dxRenderer.java文件,然後清理並重建Cocos2d-x。
下面是代碼:
public void onDrawFrame(final GL10 gl) {
// FPS controlling algorithm is not accurate, and it will slow down FPS
// on some devices. So comment FPS controlling code.
try {
if (loopRuntime < 40) {
Log.wtf("RENDERER", "Sleeping for == " + (40 - loopRuntime));
Thread.sleep(40 - loopRuntime);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
//final long nowInNanoSeconds = System.nanoTime();
//final long interval = nowInNanoSeconds - this.mLastTickInNanoSeconds;
loopStart = System.currentTimeMillis();
// should render a frame when onDrawFrame() is called or there is a
// "ghost"
Cocos2dxRenderer.nativeRender();
loopEnd = System.currentTimeMillis();
loopRuntime = (loopEnd - loopStart);
Log.wtf("RENDERER", "loopRunTime == " + loopRuntime);
// fps controlling
/*if (interval < Cocos2dxRenderer.sAnimationInterval) {
try {
// because we render it before, so we should sleep twice time interval
Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval)/Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
} catch (final Exception e) {
}
}*/
//this.mLastTickInNanoSeconds = nowInNanoSeconds;
}
奇怪的是,當我註釋掉這是那裏什麼也沒做,而FPS控制部件,當我寫我的版本確實... 反正「魔術「的價值40那裏給出了大約35fps,但你當然可以很容易地改變它與通過setAnimationInterval()傳遞的值一起工作;
編輯:我將loopStart行移到睡眠之後 - >休眠時間不應該包含在loopTime中。
這是一件可愛的事情。但是如果你有兩個場景一起玩,並且你正在製作兩個場景30 fps,雖然pDirector->getAnimationInterval()
返回1/30的間隔,但你仍然可以獲得60+ fps。
此代碼工作正常...
從http://discuss.cocos2d-x.org/t/setanimationinterval-does-nothing-on-android/6419/4
private long renderingElapsedTime;
@Override
public void onDrawFrame(final GL10 gl)
{
/*
* FPS controlling algorithm is not accurate, and it will slow down FPS
* on some devices. So comment FPS controlling code.
*/
try {
if (renderingElapsedTime * NANOSECONDSPERMICROSECOND < Cocos2dxRenderer.sAnimationInterval) {
Thread.sleep((Cocos2dxRenderer.sAnimationInterval - renderingElapsedTime * NANOSECONDSPERMICROSECOND)/NANOSECONDSPERMICROSECOND);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
/*
final long nowInNanoSeconds = System.nanoTime();
final long interval = nowInNanoSeconds - this.mLastTickInNanoSeconds;
*/
// Get the timestamp when rendering started
long renderingStartedTimestamp = System.currentTimeMillis();
// should render a frame when onDrawFrame() is called or there is a
// "ghost"
Cocos2dxRenderer.nativeRender();
// Calculate the elapsed time during rendering
renderingElapsedTime = (System.currentTimeMillis() - renderingStartedTimestamp);
/*
// fps controlling
if (interval < Cocos2dxRenderer.sAnimationInterval) {
try {
// because we render it before, so we should sleep twice time interval
Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval)/Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
} catch (final Exception e) {
}
}
this.mLastTickInNanoSeconds = nowInNanoSeconds;
*/
}
發現希望它可以幫助