[英]Cocos2d-x setAnimationInterval doesn't work on Android
我尝试使用以下代码在Cocos2d-x中的应用程序中设置最大FPS:
CCDirector::sharedDirector()->setAnimationInterval(1.0 / 30);
它可以在iOS上运行,但是当我在三台Android设备上对其进行测试时,它将被忽略,并以标准间隔(1/60)渲染帧。
如何使用cocos2d-x在Android上正确设置最高FPS?
因此,我实际上已经设法实现了目标。 您必须编辑Cocos2dxRenderer.java文件,然后清理并重建Cocos2d-x。
这是代码:
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,当我取消注释其中的fps控制部件时,它什么也没做,而当我编写我的版本时,它却起作用了……无论如何,那里的“ magic”值40给出了约35fps,但您当然可以轻松更改它可以与通过setAnimationInterval()传递的值一起使用;
编辑:我将loopStart行移动到睡眠后->睡眠时间不应包含在loopTime中。
这是一件令人毛骨悚然的事情。但是,如果您有两个场景一起播放,并且两个场景都以30 fps播放,尽管pDirector->getAnimationInterval()
返回的间隔为pDirector->getAnimationInterval()
,但您仍然可以获得60+ fps。
此代码可以正常工作...
从http://discuss.cocos2d-x.org/t/setanimationinterval-does-nothing-on-android/6419/4找到
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;
*/
}
希望能帮助到你
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