AppDelegate下面修改可以在win32下正常运行看到效果
director->setAnimationInterval(1.0 /30);
但是在真机安卓上面运行帧数会变到60,
Cocos2dxRenderer.java 里面改了一些3.0的用法还是不行。
private static long sAnimationInterval = (long) (1.0 / 30 * Cocos2dxRenderer.NANOSECONDSPERSECOND);
public void onDrawFrame(final GL10 gl) {
try {
if (renderingElapsedTime * NANOSECONDSPERMICROSECOND < Cocos2dxRenderer.sAnimationInterval) {
Thread.sleep((Cocos2dxRenderer.sAnimationInterval - renderingElapsedTime * NANOSECONDSPERMICROSECOND) / NANOSECONDSPERMICROSECOND);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
// 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);
}
有没有人遇到过能解决呢 T_T