Cocos2d-x setAnimationInterval在Android上不起作用

use*_*102 4 c++ eclipse android frame-rate cocos2d-x

我尝试使用以下代码在Cocos2d-x中设置应用程序中的最大FPS:

CCDirector::sharedDirector()->setAnimationInterval(1.0 / 30);
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它适用于iOS,但是当我在三个Android设备上测试它时,它会被忽略,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?

Los*_*aty 5

所以我实际上已经成功实现了它.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;
}
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奇怪的是,当我取消注释那里的fps控制部分时它没有做任何事情,当我编写我的版本时它确实...无论如何,40的"魔术"值给出了大约35fps,但你当然可以轻松改变它使用通过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.