mirror of https://github.com/axmolengine/axmol.git
Merge pull request #7078 from reckhou/v3
Optimize FPS control algorithm under Android.
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commit
191f7a57e1
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@ -68,7 +68,16 @@ int Application::run()
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void Application::setAnimationInterval(double interval)
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{
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// NYI
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JniMethodInfo methodInfo;
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if (! JniHelper::getStaticMethodInfo(methodInfo, "org/cocos2dx/lib/Cocos2dxRenderer", "setAnimationInterval",
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"(D)V"))
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{
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CCLOG("%s %d: error to get methodInfo", __FILE__, __LINE__);
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}
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else
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{
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methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID, interval);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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@ -82,31 +82,30 @@ public class Cocos2dxRenderer implements GLSurfaceView.Renderer {
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@Override
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public void onDrawFrame(final GL10 gl) {
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/*
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* FPS controlling algorithm is not accurate, and it will slow down FPS
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* on some devices. So comment FPS controlling code.
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* No need to use algorithm in default(60 FPS) situation,
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* since onDrawFrame() was called by system 60 times per second by default.
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*/
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if (sAnimationInterval <= 1.0 / 60 * Cocos2dxRenderer.NANOSECONDSPERSECOND) {
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Cocos2dxRenderer.nativeRender();
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} else {
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final long now = System.nanoTime();
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final long interval = now - this.mLastTickInNanoSeconds;
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/*
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final long nowInNanoSeconds = System.nanoTime();
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final long interval = nowInNanoSeconds - this.mLastTickInNanoSeconds;
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*/
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// should render a frame when onDrawFrame() is called or there is a
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// "ghost"
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Cocos2dxRenderer.nativeRender();
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/*
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// fps controlling
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if (interval < Cocos2dxRenderer.sAnimationInterval) {
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try {
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// because we render it before, so we should sleep twice time interval
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Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval) / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
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} catch (final Exception e) {
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if (interval < Cocos2dxRenderer.sAnimationInterval) {
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try {
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Thread.sleep((Cocos2dxRenderer.sAnimationInterval - interval) / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);
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} catch (final Exception e) {
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}
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}
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/*
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* Render time MUST be counted in, or the FPS will slower than appointed.
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*/
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final long renderStart = System.nanoTime();
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Cocos2dxRenderer.nativeRender();
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final long renderEnd = System.nanoTime();
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final long renderInterval = renderEnd - renderStart;
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this.mLastTickInNanoSeconds = renderEnd - renderInterval;
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}
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this.mLastTickInNanoSeconds = nowInNanoSeconds;
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*/
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}
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// ===========================================================
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