pat*_*ick 5 opengl-es cocos2d-iphone
我有一个cocos2d v2.x应用程序,它有一个场景,有很多精灵,节点,配置,数据等......加载非常昂贵,以至于当将场景添加到导演时,有一个暂停1/2到1秒,导致当前运行的动画冻结,直到加载场景.我描述了最慢的方法,并尝试在后台线程中异步执行它们,并在加载时显示进度微调器.
我的实现是这样的:
-(void)performAsyncLoad {
self.progressSpinner.visible = YES;
self.containerForLoadedStuff.visible = NO;
self.mainContext = [EAGLContext currentContext];
NSOperationQueue *queue = [NSOperationQueue new];
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self
selector:@selector(loadDependencies)
object:nil];
[queue addOperation:operation];
}
-(void)loadDependencies {
@autoreleasepool {
glFlush();
EAGLSharegroup *shareGroup = [[(CCGLView*)[[CCDirector sharedDirector] view] context] sharegroup];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:[[EAGLContext currentContext] API] sharegroup:shareGroup];
[EAGLContext setCurrentContext:context];
// ... expensive stuff here
// [self.containerForLoadedStuff addChild:sprites, etc...]
[self performSelectorOnMainThread:@selector(done) withObject:nil waitUntilDone:NO];
}
}
-(void)done {
glFlush();
[EAGLContext setCurrentContext:self.mainContext];
self.progressSpinner.visible = NO;
self.containerForLoadedStuff.visible = YES;
}
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不幸的是,这不起作用,一旦调用该操作,它就会在CCTextureAtlas的第523行与EXC_BAD_ACCESS崩溃
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) );
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并且控制台日志显示数十亿:
OpenGL错误0x0502 in - [CCSprite draw] 530
我究竟做错了什么?
UPDATE
我改变了我的代码:
dispatch_queue_t queue = dispatch_queue_create("myqueue", NULL);
CCGLView *view = (CCGLView*)[[Director sharedDirector] view];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:[[view context] sharegroup]];
dispatch_async(queue, ^{
[EAGLContext setCurrentContext:context];
// expensive calls
glFlush();
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
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它停止了崩溃,一切正常,但我仍然得到十亿:
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
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任何想法为什么会发生这些错误以及如何阻止它们?
再来一次更新
这没有任何意义......显然这些错误来自于向CCSpriteBatchNode添加精灵.如果我将它们放在常规CCNode上,那么一切正常.搞什么鬼!?!?!?!?!
和最后一次最终更新*
看来我只是听不到很多废话.我设法让这些错误消失了98%,但它们似乎仍然间歇性地随机发生.我做了大量的调试器和试错测试,发现这段代码:
-(void)loadDependencies {
dispatch_queue_t queue = dispatch_queue_create("myqueue", NULL);
CCGLView *view = (CCGLView*)[[Director sharedDirector] view];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:[[view context] sharegroup]];
dispatch_async(queue, ^{
[EAGLContext setCurrentContext:context];
[self.myObject doExpensiveStuff];
glFlush();
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
}
-(void)done {
[self.delegate completedAsyncStuff];
}
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导致随机崩溃 - 通常是cocos removeFromParent尝试删除无效索引处的四元组...所以然后我尝试暂停对象之前对它进行操作..
//... background thread stuff:
[self.myObject pauseSchedulerAndActions];
[self.myObject doExpensiveStuff];
[self.myObject resumeSchedulerAndActions];
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然后它不再崩溃,但在日志中放置了那些OpenGL错误0x0502 - [CCSprite draw] 530 ......
那么我做了一些极端的日志记录,试图找出这些错误发生的地方......
... // previous code above... etc
NSLog(@"gl flush...");
glFlush();
NSLog(@"after gl flush...");
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
}
-(void)done {
NSLog(@"done scheduling notify delegate");
[self scheduleOnce:@selector(notifyDelegate) delay:1];
}
-(void)notifyDelegate {
NSLog(@"about to notify delegate");
[self.delegate completedAsyncStuff];
}
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在我的日志中,我看到:
gl flush
after gl flush
done scheduling notify delegate
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
about to notify delegate
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所以这些错误发生在cocos等待计划选择器的触发时???? 我勒个去!?我再也受不了了,没有人能够帮助我,所以现在是赏金的时候了.
我是这样做的:
LoadingScene
-(void) onEnterTransitionDidFinish {
[super onEnterTransitionDidFinish];
[NSThread detachNewThreadSelector:@selector(loadGameSceneInAnotherThread) toTarget:self withObject:nil];
}
- (void) loadGameSceneInAnotherThread {
NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init];
CCGLView *view = (CCGLView*)[[CCDirector sharedDirector] view];
EAGLContext *auxGLcontext = [[EAGLContext alloc]
initWithAPI:kEAGLRenderingAPIOpenGLES2
sharegroup:[[view context] sharegroup]];
if( [EAGLContext setCurrentContext:auxGLcontext] ) {
self.gameScene = [GameScene sceneWithLevelName:levelName];
self.gameLoadingDone = YES;
glFlush();
[EAGLContext setCurrentContext:nil];
}
[auxGLcontext release];
[autoreleasepool release];
}
//this method ticks every 0.5sec
-(void) checkIfGameSceneLoaded {
if (self.gameLoadingDone) {
[self unschedule:@selector(checkIfGameSceneLoaded)];
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:0.75 scene:self.gameScene]];
}
}
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但是,我不建议为场景加载背景..因为cocos2d并没有真正设计这样做...
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