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 上运行,但是当我在三个 Android 设备上测试它时,它被忽略了,并以标准间隔 (1/60) 呈现帧。
如何使用 cocos2d-x 在 Android 上正确设置最大 FPS?
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 上运行,但是当我在三个 Android 设备上测试它时,它被忽略了,并以标准间隔 (1/60) 呈现帧。
如何使用 cocos2d-x 在 Android 上正确设置最大 FPS?
所以我实际上已经设法实现了它。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,当我取消注释那里的 fps 控制部分时,它什么也没做,而当我编写我的版本时,它确实......无论如何,那里的“神奇”值 40 给出了大约 35fps,但你当然可以轻松更改它与通过 setAnimationInterval() 传递的值一起工作;
编辑:我将 loopStart 行移到睡眠后-> 睡眠时间不应包含在 loopTime 中。
这是一件很奇怪的事情。但是如果你有两个场景一起播放并且你让两个场景都达到 30 fps,虽然pDirector->getAnimationInterval()
返回间隔为 1/30,但你仍然可以获得 60+ fps。
此代码工作正常...
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