consumes the same amount of bytes as a role or zombie. They all consume the same descriptive commands. There are no more differences.
LowerDrawcils:
So how can we reduce the draw call ?? Then we will use the culling technology. If you do not use this technology, no matter how many computers make rendering of everything in the scenario. Visible and rendered, as well as rendered. That's silly, right. You have to tell the computer that you can see the rendering. So there is
1. The unity system fr
Modify the Code:
Appdelegate. cpp
// Set FPS. The default value is 1.0/60 if you don't call this
Pdirector-> setanimationinterval (1.0/30 );
There is also: cocos2dxrenderer. Java
// Private Static long sanimationinterval = (long) (1.0/60 * cocos2dxrenderer. nanosecondspersecond );
Private Static long sanimationinterval = (long) (1.0/30 * cocos2dxrenderer. nanosecondspersecond );
...
@ Override
Public void ondrawframe (final gl10 GL ){
/*
*
through visual attributes, including shape, position, color, and text attributes (such as text and symbols, they are also represented by simple visual attributes ). This visualization program is valid if the encoding can be effectively and correctly executed. "Correct" means that the relationship between the volume of data represented by the visualization program and the data directly reflects the actual data, "effective" means that the visualization program shows the maximum amount of informat
CADisplayLink object is added to runloop, the selector can be called cyclically, similar to NSTimer started. When the invalidate operation is executed, the CADisplayLink object will be removed from runloop, the selector call is stopped immediately, similar to the invalidate method of NSTimer. Ii. features the following describes CADisplayLink with nstlink, which is different from NSTimer: 1. Different principles CADisplayLink is a Timer class that allows us to draw specific content to the scree
];
Self. displaylink = nil;
}
After the cadisplaylink object is added to runloop, the selector can be called cyclically, similar to nstimer being started. When the invalidate operation is executed, the cadisplaylink object will be removed from runloop, the selector call is stopped immediately, similar to the invalidate method of nstimer. Ii. features the following describes cadisplaylink with nstlink, which is different from nstimer: 1. Different principles cadisplaylink is a Timer class
description:
-Srate 32000: // audio sampling rate, 22050 hz-Af channels = 2: 2: 1: 0: 1: 1 // right channel-Af channels = 2: 2: 0: 0: 1 // left audio channel-Stereo 0 // stereo-Oac mp3lame: // The Output Audio is mp3 encoded.-Lameopts mode = 2: cbr: br = 32: // bit rate br = 32 kbit-Ovc xvid-xvidencopts bitrate = 200: // It is encoded in xvid mode and the bit rate is 200 kbps. (according to the experiment, divx is faster than xvid, and the speed is slightly affected when vhq is used)
-Vf scale
Blue ou iOS training recommendations: some time ago I had organized an article on Cocos2d-x nodes and rendering tree content, so today and everyone to share something really a little similar and close to it! What we need to learn today is how Cocos2d-x uses CCSpriteBatchNode to improve rendering efficiency? If you are interested, you can learn it as a reference!
So less talk, directly go to the Introduction interface, previously introduced to you the cocos2d-x of the relevant content, have seen
i_chroma_loc;/* Both top bottom Chroma sample designation, Range 0~5, default 0 */ nbsp } vui; int i_fps_num; int I_fps_den; /* These two parameters are determined by FPS frame rate, the procedure for assigning values is as follows: {float fps; if (sscanf (value, "%d/%d", p->i_fps_num , p->i_fps_den) = = 2) ; Else if (sscanf (value, "%f", fps)) { p
EXAMPLE 1:policy Matching either a fps-, or face recognition-based authenticator{"Accepted": [ [{ "Userverification": 2}], [{ "Userverification": 16}]]}example2: Policy matching authenticators implementing FPS and face recognition as alternative combination of user verification Methods. { "Accepted": [ [{ "Userverification": 18}]]}example3: Policy matching authenticators implementing
Beware of GPU memory bandwidth
For personal use only, do not reprint, do not use for any commercial purposes.
Some time ago, I wrote a series of post-process effect, including the motion blur, refraction, and scattering of screen spance. Most shader is very simple. It is nothing more than rendering a full screen quad to the screen, usually no more than 10 lines of PSCodeAnd does not contain any branch or loop commands. You only need to run sm1.4. However, when you open multiple post processe
The power will be stopped. Except for a bit of heat, there is no loss for the laptop.
However, a strange thing happened in just a few minutes: using IE to test JavascriptCodeIt is found that the setinterval frequency is 60 frames/second.
This is normal in earlier versions of IE. However, ie9, which keeps pace with the times, seems to be much lower. I tested the clock frequency of various browsers not long ago. I remember that the setinterval of ie9 can reach over 200
above-mentioned hand-painted page, we can find the cup in each frame in the position one by one, so that the animation is called as frame by animation , we need to deal with each frame in the animation.
We generally use FPS on the computer (Frames per Second), that is, the number of frames per second to express the animation refresh rate, based on the screen refresh rates and other reasons, on the computer is generally used by the FPS.If the
mobile phone play game 20%-40% CPU occupancy is reasonable, of course, this value with the recent years of mobile phone hardware configuration, will be slightly reduced, if the CPU occupancy rate of more than 80% is very worthy of our attention.Number of frames (FPS)Renders that can be used to indicate whether the page is smooth. Mobile game frame rate fps,30-60 are acceptable, on the 60 for the human eye
small package and performance, and sometimes they will be a cross-trade relationship.CPU UsageIn general, with the mainstream mobile phone play game 20%-40% CPU occupancy is reasonable, of course, this value with the recent years of mobile phone hardware configuration, will be slightly reduced, if the CPU occupancy rate of more than 80% is very worthy of our attention.Number of frames (FPS) refreshed per second by the picture processorRenders that ca
;
configuration>
startup>supportedruntime version="v4.0" sku= ". Netframework,version=v4.0,profile=client "/>startup>Configuration >
The second is to drop the 4.0 down.I don't have the config file because I didn't compile it successfully. (It's silly to think about that library, then.) )So we can only fall into. NET3.5. Also compiled 2.0 of the DLL itself. Compile my project again. As a result, the DLL that preceded the problem was actually dependent. The NET4.0 file. ORZ.
COCOS2DX New development of the game, the hand is very hot, the need for friends can refer to.COCOS2DX new research and development of the game, mobile phone running on the phone is very hot, and later listen to other project groups to share that can be resolved by reducing the frame of the problem, the original is cocos2dx default of 60, later modified to 30, the test found that mobile phone fever problem solved.To modify the code:AppDelegate.cppSet FPS
Usually when the view is scaled and moved, we can use Uiscrollview, because it comes with these functions, we have to do is to tell Uiscrollview a few relevant parameters can beBut the gesture of not realizing rotation is uirotationgesturerecognizerThere are many gestures in iOS:Uirotationgesturerecognizer rotationUITapGestureRecognizer Finger ClickUipinchgesturerecognizer ScalingUiswipegesturerecognizer fingers quickly sweep overUipangesturerecognizer Finger drag and moveUilongpressgesturerecog
The power will be stopped. Except for a bit of heat, there is no loss for the laptop.
However, a strange thing happened in just a few minutes: When I tested JavaScript code with IE, I found that the setInterval frequency was changed to 60 frames/second.
This is normal in earlier versions of IE. However, ie9, which keeps pace with the times, seems to be much lower. I tested the clock frequency of various browsers not long ago. I remember that the setInterval of ie9 can reach over 200
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