Android Cocos2d-x setAnimationInterval不';我不能在安卓上工作
我尝试使用以下代码在Cocos2d-x中的应用程序中设置最大FPS:Android Cocos2d-x setAnimationInterval不';我不能在安卓上工作,android,c++,eclipse,cocos2d-x,frame-rate,Android,C++,Eclipse,Cocos2d X,Frame Rate,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); 它在iOS上工作,但当我在三台Android设备上测试它时,它被忽略,并以标准间隔(1/60)渲染帧 如何使用cocos2d-x在Android上正确设置最大FPS?这是一件很好的事情。但是如果两个场景同时播放,并且两个场景都是30 FPS,虽然pDirector->getAnimationInt
CCDirector::sharedDirector()->setAnimationInterval(1.0 / 30);
它在iOS上工作,但当我在三台Android设备上测试它时,它被忽略,并以标准间隔(1/60)渲染帧
如何使用cocos2d-x在Android上正确设置最大FPS?这是一件很好的事情。但是如果两个场景同时播放,并且两个场景都是30 FPS,虽然
pDirector->getAnimationInterval()
返回1/30的间隔,但仍然可以获得60+FPS。所以我实际上已经设法实现了这一点。您必须编辑Cocos2dxRenderer.java文件,然后清理并重建Cocos2d-x
代码如下:
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;
}
public void onDrawFrame(最终GL10 gl){
//FPS控制算法不准确,会降低FPS速度
//在某些设备上。因此请注释FPS控制代码。
试一试{
如果(循环运行时间<40){
wtf(“渲染器”,“睡眠时间=”+(40-loopRuntime));
sleep(40-loopRuntime);
}
}捕捉(中断异常e){
e、 printStackTrace();
}
//final long nowInNanoSeconds=System.nanoTime();
//最终长间隔=nowinnanoses-this.mlasttickinnanoses;
loopStart=System.currentTimeMillis();
//应在调用onDrawFrame()或存在
//“鬼魂”
Cocos2dxRenderer.nativeRender();
loopEnd=System.currentTimeMillis();
loopRuntime=(loopEnd-loopStart);
wtf(“渲染器”,“循环运行时=”+循环运行时);
//fps控制
/*if(间隔
奇怪的是,当我取消对fps控件的注释时,它什么也没做,而当我编写我的版本时,它却做了。。。
无论如何,40的“magic”值大约为35fps,但您当然可以轻松地将其更改为使用通过setAnimationInterval()传递的值
编辑:我将loopStart行移动到睡眠后->睡眠时间不应包含在loopTime中。此代码工作正常 发现于
private long renderingElapsedTime;
@凌驾
公共框架(最终GL10 gl)
{
/*
*FPS控制算法不准确,会降低FPS速度
*在某些设备上。因此请注释FPS控制代码。
*/
试一试{
if(renderingElapsedTime*纳秒PermitCrosecond
}
希望能有帮助
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;
*/