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我有一个 Cocos2d 项目,我想在整个应用程序中保持不变的背景。在applicationDidFinishLaunching其委托的方法中,我替换了以下行:

我已将 glView 的 pixelFormat 从更改kEAGLColorFormatRGB565kEAGLColorFormatRGBA8. 当我进行更改时,glView 变得透明并且我可以看穿它,但是 fps 急剧下降。如果我不进行更改,则视图不会变得透明,但我看不到 fps 的大幅下降。我说的是 fps 的显着下降,从 59.0-60.0 下降到大约 35.0-42.0。

我在上面的 addSubview 行下方使用此代码来使视图透明:

director.openGLView.opaque = NO;

整个 applicationDidFinishLaunching 方法如下所示:

- (void) applicationDidFinishLaunching:(UIApplication*)application
{
    // Init the window
    window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];

    // Try to use CADisplayLink director
    // if it fails (SDK < 3.1) use the default director
    if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
        [CCDirector setDirectorType:kCCDirectorTypeDefault];


    CCDirector *director = [CCDirector sharedDirector];

    // Init the View Controller
    viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
    viewController.wantsFullScreenLayout = YES;

    //
    // Create the EAGLView manually
    //  1. Create a RGB565 format. Alternative: RGBA8
    //  2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition
    //
    //
    EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
                                   pixelFormat:kEAGLColorFormatRGBA8    // kEAGLColorFormatRGBA8
                                   depthFormat:0                        // GL_DEPTH_COMPONENT16_OES
                        ];

    // attach the openglView to the director
    [director setOpenGLView:glView];
    glView.opaque = NO;
//  // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
    if( ! [director enableRetinaDisplay:YES] )
        CCLOG(@"Retina Display Not supported");

    //
    // VERY IMPORTANT:
    // If the rotation is going to be controlled by a UIViewController
    // then the device orientation should be "Portrait".
    //
    // IMPORTANT:
    // By default, this template only supports Landscape orientations.
    // Edit the RootViewController.m file to edit the supported orientations.
    //
#if GAME_AUTOROTATION == kGameAutorotationUIViewController 
    [director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
    [director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif

    [director setAnimationInterval:1.0/60];
    [director setDisplayFPS:YES];


    // make the OpenGLView a child of the view controller
    [viewController setView:glView];

    //Required in iOS6, recommended in 4 and 5
    [window setRootViewController:viewController];

    // make the View Controller a child of the main window, needed for iOS 4 and 5
    [window addSubview: viewController.view];

    [window makeKeyAndVisible];

    // Default texture format for PNG/BMP/TIFF/JPEG/GIF images
    // It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
    // You can change anytime.
    [CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];


    // Removes the startup flicker
    [self removeStartupFlicker];

    // Run the intro Scene
    [[CCDirector sharedDirector] runWithScene: [Intro scene]];
}

关于为什么会发生这种情况的任何想法?如果需要,我可以提供更多代码。

我忘了提及我所做的另一项代码更改。在 CCDirector.m 中setGLDefaultValues,我更改了这一行:

glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

对此:

glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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2 回答 2

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每当您添加具有透明度的 Alpha 通道时,OpenGL 引擎都必须执行某种形式(尽管是默认)的 Alpha 混合。这是在非 RGBA(即 RGB 565)情况下不必执行的每个像素的数学运算。每当您添加引擎所需的数学运算时,帧速率都会下降。

于 2013-01-28T22:46:39.820 回答
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这是可以预料的。RGBA8888 帧缓冲区使用两倍的内存,GPU 需要执行更多工作才能渲染到此帧缓冲区中。这就是为什么 RGB565 是默认格式的原因。

于 2013-01-28T22:46:47.303 回答