How to draw a background fast in cocos2d?
I'm toying with a small game on my iPad using 开发者_开发技巧cocos2d and I've run into some performance worries. I have a 512x512 image tiled as my background. That gives me around 40fps with 20 sprites (in a CCSpriteBatchNode
), the code for the background is this:
CCSprite *background;
background = [CCSprite spriteWithFile:@"oak.png" rect : CGRectMake(0,
0,
size.width,
size.height)];
background.position = ccp( size.width /2 , size.height/2 );
ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_REPEAT};
[background.texture setTexParameters: ¶ms];
If I remove the background I get a solid 60fps.
I've tried converting the image to PVRTC and that did give an extra fps or two. I get identical framerates using a 1024x768 image instead of the tiled version.
Since my background will remain axis aligned, unscaled and generally static. I figure there should be a faster way to draw it than having it as a regular CCSprite
?
Turns out cocos2d moves in mysterious ways. Adding the background to an otherwise empty wrapping CCSprite
gets the framerate back up to 60:
CCSprite *spback = [(CCSprite*)[CCSprite alloc] init];
[self addChild:spback];
CCSprite *sp = [CCSprite spriteWithFile:@"Background.png"];
sp.position = ccp(1024/2, 768/2);
[spback addChild:sp];
Credits for this goes to yaoligang on the cocos2d forums.
First of all, are you running this on your iPad or the simulator? There is usually a large performance difference there. After looking at forums where people have similar problems, I would try splitting the whole 1024x768 image into 2 images that are 512x768. Hope that helps.
I tried this myself with a 1024x768 background and get about 60fps even in debug with an iPad. Perhaps make sure your image doesn't have extra channels or alpha?
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