桌面应用程序中简单 libgdx 示例的低帧率



我刚刚开始学习libGDX,并遵循 http://steigert.blogspot.in/2012/02/2-libgdx-tutorial-game-screens.html 的例子(libGdx帮助页面上的第二个链接)。

截至目前,我只显示一个 512x512 的徽标。应用程序中没有其他事情发生,但是当我在桌面模式下运行应用程序时,我的FPS为15-16。当我删除图像时,空白屏幕的帧率为 60fps。对于安卓来说,更糟糕的是,我在Galaxy SL - GT-i9003中获得了3-4 fps(Temple Run在设备上以可播放的速度运行)。

我的笔记本电脑在高质量下播放魔兽世界没有任何打嗝,所以令人困惑的是,这么小的应用程序只能达到 15fps。

public class SplashScreen extends AbstractScreen {
    private Texture splashTexture;
    private TextureRegion splashTextureRegion;
    public SplashScreen(MyGDXGame game){
        super(game);
    }
    @Override
    public void show()
    {
        super.show();
        // load the splash image and create the texture region
        splashTexture = new Texture("splash.png");
        // we set the linear texture filter to improve the stretching
        splashTexture.setFilter( TextureFilter.Linear, TextureFilter.Linear );
        // in the image atlas, our splash image begins at (0,0) at the
        // upper-left corner and has a dimension of 512x301
        splashTextureRegion = new TextureRegion( splashTexture, 0, 0, 512, 382 );
    }
    @Override
    public void render(float delta ) {
        super.render( delta );
        // we use the SpriteBatch to draw 2D textures (it is defined in our base
        // class: AbstractScreen)
        batch.begin();
        // we tell the batch to draw the region starting at (0,0) of the
        // lower-left corner with the size of the screen
        batch.draw( splashTextureRegion, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() );
        // the end method does the drawing
        batch.end();
    }
    @Override
    public void dispose()
    {
        super.dispose();
        splashTexture.dispose();
    }
}

以下是 AbstractScreen 类的相关部分:

    public class AbstractScreen implements Screen {

    protected final MyGDXGame game;
    protected final BitmapFont font;
    protected final SpriteBatch batch;
    public AbstractScreen(MyGDXGame game ){
        this.game = game;
        this.font = new BitmapFont();
        this.batch = new SpriteBatch();
    }
    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor( 0f, 0f, 0f, 1f );
        Gdx.gl.glClear( GL20.GL_COLOR_BUFFER_BIT );
    }
...
}

和桌面应用程序:

public class Main {
public static void main(String[] args) {
    LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
    cfg.title = "First Game";
    cfg.useGL20 = false;
    cfg.width = 800;
    cfg.height = 480;
    new LwjglApplication(new MyGDXGame(), cfg);
}

MyGDXGame 如下:

public class MyGDXGame extends Game {
private FPSLogger fpsLogger;
public SplashScreen getSplashScreen() {
    return new SplashScreen( this );
}

@Override
public void create() {
    fpsLogger = new FPSLogger();
}
@Override
public void dispose() {
    super.dispose();
}
@Override
public void render() {
    super.render();
    setScreen(getSplashScreen());
    fpsLogger.log();
}
@Override
public void resize(int width, int height) {
    super.resize(width, height);
}
@Override
public void pause() {
    super.pause();
}
@Override
public void resume() {
    super.resume();
}

我读过很多关于libGdx的好东西,所以这个问题对我来说似乎很困惑。我做错了什么才能获得如此低的帧速率?

我认为您的render()方法中的setScreen(getSplashScreen());可能是问题所在。将其移至create()方法MyGDXGame

现在,您正在每一帧中切换屏幕,并且每次都重新创建一个SpriteBatch,这是一个非常重的对象(请参阅我对您问题的评论)。

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