I test your code on iphone 4s, and it both give 10.5fps. It seems the performance is the same.
Before testing the performance, other applications should be terminated to give a accurate result.
Could you retest it?
Thanks.
I test your code on iphone 4s, and it both give 10.5fps. It seems the performance is the same.
Before testing the performance, other applications should be terminated to give a accurate result.
Could you retest it?
Thanks.
Running my code on an iPhone 6 with 275 sprites:
Cocos2d-x V3.6 shows around 55 fps
Cocos2d-x V3.7 shows around 36 fps
I just noticed something REALLY strange!
V3.7 returns strange values from
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
origin cocos2d::Vec2
x float -0.0000152587891
y float 24.7887268
visibleSize cocos2d::Size
width float 480.000031
height float 270.422546
Can anyone else confirm this behaviour?
Could you please share the test case?
Thanks.
Itās the code have posted several times above - based on the standard created project, just displaying the same sprite a number of times
I think @Maxxx tests 3.7 vs 3.6
and @dabingnn tested 3.8 vs 3.6
maybe @dabingnn should test 3.7 instead, just to make sure
He tested 3.8 vs. 3.5. Or was this just a typo?
Sorry clearified.
Hi, I recently just started using cocos2d-x V3.7 and Iām seeing similar issue to you Maxxx. Though Iām testing on Android, when I call the getVisibleOrigin() I get the same output as you, I was expecting x=0 y=0 as I have the flags set to run in androidās Immersive mode.
Iām using the getVisibleOrigin, getVisibleSize returned values to draw a grey background, but because the vertical origin is not zero, the full screen does not have a grey background (i.e. a long black rectangle at the top). However if I build the project for win32 it works as expected.
Iād be grateful if anyone can share a solution (assuming there is one).
PS. Iām new to the forums, I just signed up looking for a solution to this problem. So apologies in advance if Iāve not followed the correct forum etiquette.
Cheers.
UPDATE: ok I managed to solve the problem with āstrange return valuesā. The issue for me was in the AppDelegate.cpp file in the āapplicationDidFinishLaunchingā method, I replaced the templates default āset design resolutionā code with the following. Hope this helps, but I do finally get sensible return values for size/origin.
AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::createWithRect("SimpleGame", Rect(0,0, 480, 320), 1);
director->setOpenGLView(glview);
}
Size designSize = Size(480,320);
Size resourceSize = Size(960,640);
director->setContentScaleFactor(resourceSize.height / designSize.height);
director->getOpenGLView()->setDesignResolutionSize(
designSize.width, designSize.height, ResolutionPolicy::FIXED_HEIGHT);
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();
// run
director->runWithScene(scene);
return true;
}