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cocos2dx 锁定30帧设置
修改代码:
AppDelegate.cpp
// set FPS. the default value is 1.0/60 if you don‘t call this
pDirector->setAnimationInterval(1.0 / 30);
还有就是:Cocos2dxRenderer.java
//private static long sAnimationInterval = (long) (1.0 / 60 * Cocos2dxRenderer.NANOSECONDSPERSECOND);
private static long sAnimationInterval = (long) (1.0 / 30 * Cocos2dxRenderer.NANOSECONDSPERSECOND);
...
@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.
*/
final long nowInNanoSeconds = System.nanoTime();
// should render a frame when onDrawFrame() is called or there is a
// "ghost"
Cocos2dxRenderer.nativeRender();
final long afterRenderNano = System.nanoTime();
//final long interval = afterRenderNano - mLastTickInNanoSeconds - Cocos2dxRenderer.sAnimationInterval;// afterRenderNano - nowInNanoSeconds;//nowInNanoSeconds - this.mLastTickInNanoSeconds;
final long interval = afterRenderNano - nowInNanoSeconds;
// fps controlling
if (interval < Cocos2dxRenderer.sAnimationInterval) {
//Log.d("onDrawFrame", "Cancel frame" + 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;
}