Android OpenGL ES:限制每秒帧数
我有一个问题,我的帧限制器工作非常不精确。我将目标帧数设置为每秒30帧,但得到的值介于10FPS和500FPS之间。我想我犯了一个大错,但我找不到。 这是应该限制FPS的类:Android OpenGL ES:限制每秒帧数,android,opengl-es,opengl-es-2.0,frame-rate,Android,Opengl Es,Opengl Es 2.0,Frame Rate,我有一个问题,我的帧限制器工作非常不精确。我将目标帧数设置为每秒30帧,但得到的值介于10FPS和500FPS之间。我想我犯了一个大错,但我找不到。 这是应该限制FPS的类: public class FrameLimiter { private long interval; private long startTime; private long endTime; private long timeForOneFrame; /** Limits an unlimited loop. *
public class FrameLimiter {
private long interval;
private long startTime;
private long endTime;
private long timeForOneFrame;
/** Limits an unlimited loop.
* You should select a value above 25FPS!
* @param FPS the target value of frames per second
*/
public FrameLimiter(int FPS){
interval = 1000/FPS;
startTime = System.currentTimeMillis();
}
/** Calling this method stops the current thread until enough time elapsed to reach the target FPS.
*/
public void limit(){
endTime = System.currentTimeMillis();
timeForOneFrame = endTime - startTime;
if (timeForOneFrame < interval)
try {
Thread.sleep(interval - timeForOneFrame);
} catch (InterruptedException e) {
e.printStackTrace();
}
startTime = System.currentTimeMillis();
}
/** Returns the current FPS measured against the time between two calls of limit().
* This method just works in combination with limit()!
* @return the current FPS.
*/
public int getFPS(){
if(timeForOneFrame <= 0){
return 0;
}else{
return (int) (1000/timeForOneFrame);
}
}
}
非常感谢您的帮助。无论您有什么理由,我强烈建议不要在函数中使用sleep() 我用Android开发了很多游戏,这些游戏在几乎所有的Android设备上都运行得很好 往这边走。方向向量*增量*值(对象应在1秒内移动) 增量为(滴答声-最后滴答声)/1000.f 滴答声是ms
System.currentTimeMillis();
此函数在Android(正在中断操作系统)中非常不精确,请改用:
SystemClock.elapsedRealtime();
及
SystemClock.elapsedRealtime();
SystemClock.sleep(millis); //not need try block, instead of
Thread.sleep(millis);//need try block