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Iphone cocos2d场景仅显示特定宽度_Iphone_Uiviewcontroller_Cocos2d Iphone - Fatal编程技术网

Iphone cocos2d场景仅显示特定宽度

Iphone cocos2d场景仅显示特定宽度,iphone,uiviewcontroller,cocos2d-iphone,Iphone,Uiviewcontroller,Cocos2d Iphone,我在一个视图大小为425x320的UIViewController(是的,我必须从UIViewController调用它)中调用以下函数来启动cocos场景 -(void) runCocos2d { EAGLView *glview = [EAGLView viewWithFrame:CGRectMake(0, 0, 320, 320)]; CCDirector *director = [CCDirector sharedDirector]; [director setDis

我在一个视图大小为425x320的UIViewController(是的,我必须从UIViewController调用它)中调用以下函数来启动cocos场景

-(void) runCocos2d
{
   EAGLView *glview = [EAGLView viewWithFrame:CGRectMake(0, 0, 320, 320)];

   CCDirector *director = [CCDirector sharedDirector];
   [director setDisplayFPS:YES];
   [director setOpenGLView:glview];

   CCScene *scene = [CCScene node];
   id node = [LayerExample node];
   [scene addChild: node];

   [director runWithScene:scene];

   [self.view addSubview:glview];

}
它在模拟器上显示得非常完美,但在设备上没有(我在那里只看到一个黑色视图)。如果我把第一行改成
EAGLView*glview=[EAGLView-viewWithFrame:CGRectMake(0,0425320)](仅更改EAGLView的宽度)
它也不再在模拟器上显示

我没有使用模板,我是这样配置的

Cocos2d输出:

2010-12-08 17:45:01.905[16537:207]cocos2d:GL_供应商:苹果电脑公司。 2010-12-08 17:45:01.905[16537:207]cocos2d:GL_渲染器:苹果软件渲染器 2010-12-08 17:45:01.906[16537:207]cocos2d:GL_版本:OpenGL ES-CM 1.1苹果 2010-12-08 17:45:01.906[16537:207]cocos2d:GL_MAX_纹理尺寸:2048 2010-12-08 17:45:01.906[16537:207]cocos2d:GL_MAX_MODELVIEW_STACK_DEPTH:16 2010-12-08 17:45:01.907[16537:207]cocos2d:GL支持PVRTC:是 2010-12-08 17:45:01.907[16537:207]cocos2d:GL支持BGRA888纹理:否 2010-12-08 17:45:01.909[16537:207]cocos2d:GL支持NPOT纹理:是 2010-12-08 17:45:01.909[16537:207]cocos2d:GL支持丢弃帧缓冲区:是 2010-12-08 17:45:01.910[16537:207]cocos2d:使用NPOT支持编译:否 2010-12-08 17:45:01.910[16537:207]cocos2d:在TextureAtlas中使用VBO支持编译:是 2010-12-08 17:45:01.910[16537:207]cocos2d:在CCNode中使用仿射矩阵变换编译:是 2010-12-08 17:45:01.911[16537:207]cocos2d:使用分析支持编译:否 2010-12-08 17:45:01.912[16537:207]cocos2d:cocos2d v0.99.4 2010-12-08 17:45:01.912[16537:207]cocos2d:使用控制器类型:CCTimerDirectory

提前谢谢

我刚刚发现了问题


但是我没有解决方案,因为我需要425x320分辨率

因为视图需要32的倍数,为什么不将其设置为480x320,然后将其偏移,使其在屏幕边缘悬挂55个像素

你得到了你的观点,然后就可以在画图时把“死区”考虑进去