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)。