Cocos2d Programming Guide Translator (12)

Source: Internet
Author: User

Http://bbs.tairan.com/thread-807-1-1.html

Director
Buffer
Information support for COCOS2D v0.99.4 and newer versions
Color buffer
This default buffer is RGB565. It is a 16-bit buffer with no alpha (it should be a CPU architecture). In order to change Chogn with RGBA8 color, you need to create and initialize Eaglview
Eaglview *glview = [Eaglview viewwithframe:[window bounds]
PIXELFORMAT:KEAGLCOLORFORMATRGBA8];
KEAGLColorFormatRGBA8: Create a RGBA8 color buffer (32-bit)
kEAGLColorFormatRGB565: Creates a RGB565 color buffer (16 bits). Faster, but with no alpha

Depth buffer
By default, cocos2d does not use depth buffering, but you can create one when you initialize Eaglview with a 16-bit or 24-bit depth buffer
Eaglview *glview = [Eaglview viewwithframe:[window bounds]
Pixelformat:keaglcolorformatrgba8
Depthformat:gl_depth_component24_oes];
Gl_depth_component24_oes:24 bit Depth Buffer
Gl_depth_component16_oes:16 bit Depth Buffer
0: No depth buffer was created

High Resource
Since v0.99.4, the director has been able to set the color to present in the buffer and high resource model:
Enables high res mode (Retina Display) on the IPhone 4 and maintains low Res on all other devices
if ([UIScreen instancesrespondtoselector: @selector (scale)])
[director Setcontentscalefactor:[[uiscreen Mainscreen] scale]];
Starting from v0.99.5, support for Retina screen display:
Enables high res mode (Retina Display) on the IPhone 4 and maintains low Res on all other devices
if (! [director Enableretinadisplay:yes])
Cclog (@ "Retina Display not supported");
How it works:
If you have a iphon4, the display scheme is 960*640

Multi-point sampling, or full-screen anti_aliasing
Multi-point sampling can be performed on all devices, but the impact is more dramatic in MBX devices
How to use it
Do not use Cc_director_init () macro. You can use the following example as a simple model
-(BOOL) Application: (UIApplication *) application didfinishlaunchingwithoptions: (nsdictionary *) launchOptions
{
Init the window
window = [[UIWindow alloc] initwithframe:[[uiscreen mainscreen] bounds];

Must be called before no other call to the Director
[Ccdirector Setdirectortype:kccdirectortypedisplaylink];

Before creating any layer, set the landscape mode
Ccdirector *director = [Ccdirector shareddirector];

Landscape orientation
[director Setdeviceorientation:kccdeviceorientationlandscapeleft];

Set FPS at 60
[director SETANIMATIONINTERVAL:1.0/60];

Display Fps:yes
[director Setdisplayfps:yes];

Create an eaglview with a RGB8 color buffer, and a depth buffer of 24-bits
Eaglview *glview = [Eaglview viewwithframe:[window bounds]
PIXELFORMAT:KEAGLCOLORFORMATRGBA8//RGBA8 color buffer
Depthformat:gl_depth_component24_oes//24-bit DEPTH Buffer
Preservebackbuffer:no
Sharegroup:nil//for sharing OpenGL contexts between threads
Multisampling:no//yes to enable it
numberofsamples:0//can be 1-4 if Multisampling=yes
];

Attach the Openglview to the Director
[director Setopenglview:glview];

Enables high res mode (Retina Display) on the IPhone 4 and maintains low Res on all other devices
if (! [director Enableretinadisplay:yes])
Cclog (@ "Retina Display not supported");

Make the Openglview a child of the main window
[Window Addsubview:glview];

Make main window visible
[Window makekeyandvisible];

Default texture format for png/bmp/tiff/jpeg/gif images
It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
You can change anytime.
[Cctexture2d setdefaultalphapixelformat:kcctexture2dpixelformat_rgba8888];

Create the main scene
Ccscene *scene = [...];

and run it!
[director Runwithscene:scene];

return YES;
}

Cocos2d Programming Guide Translator (12)

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