Hi all,
my problem is that just one full screen sprite drops the fps to 35.
If I draw the background sprite with ccrendertexture it is at 43 FPS. But thats not enough for me.
I want to make a tile based game and every frame rate lower than 60 looks bad and laggy.
I use “background->setBlendFunc( (ccBlendFunc){GL_ONE, GL_ZERO} );” and “kCCTexture2DPixelFormat_RGB565”
kCCTexture2DPixelFormat_RGBA4444 makes no difference in performance.
I also read this thread:http://www.cocos2d-x.org/boards/10/topics/524
So I commented:
if (interval < animationInterval){
try {
// because we render it before, so we should sleep twice time interval
Thread.sleep((animationInterval - interval) * 2 / NANOSECONDSPERMINISECOND);
} catch (Exception e){}
}
I tried to split the background images in for example 16 sprites. But this makes no difference.
With cocos2d iphone the game runs at 60 fps.
I use the newest stable version of cocos2dx and android-ndk-r6b
Is the motorola droid/milestone so bad?
Please help me with some performance tips.
thanks,
Matt