From: Bryan Alvarado <bryan.alvar...@gmail.com>
Date: Sun, 27 May 2012 08:40:12 -0600
Local: Sun, May 27 2012 10:40 am
Subject: Re: PlayN 1.3.1
We don't have a implementation for that, but yours seems good, thanks,
2012/5/27 Evgeni Gordejev <evgeni.gorde...@gmail.com>
> Actually I'm not sure if this is the right way to measure, but here is
-- > mine implementation: > public void paint(float alpha) {
> long elapsedTimeMillis = System.currentTimeMillis()-startTimeMillis;
> float newFps = 1000f/elapsedTimeMillis;
> fps = fps*0.99f + newFps*0.01f;
> fpsLayer.canvas().clear();
> fpsLayer.canvas().drawText("fps "+fps, 10, 10);
> startTimeMillis = System.currentTimeMillis();
> sunnuntai, 27. toukokuuta 2012 16.51.20 UTC+3 Bryan Alvarado kirjoitti:
>> How have you been measuring the FPS in the games?
>> 2012/5/27 Evgeni Gordejev <evgeni.gorde...@gmail.com>
>>> Great, now everything works with immediate layer.
>>> I also have noticed that you don't need to use surface.clear() when you
>>> And seems that you don't need to call graphics().setSize(w,h) on IOS
>>> I have average of 10fps in ipad simulator, does anyone have any
>>> lauantai, 26. toukokuuta 2012 23.58.51 UTC+3 Bryan Alvarado kirjoitti:
>>>> FWIW, I got it working now, I just deleted the
>>>> IOSPlatform.SupportedOrients.**L**ANDSCAPES
>>>> then built the project in MonoDevelop, and then putted back in again
>>>> 2012/5/26 Bryan Alvarado <bryan.alvar...@gmail.com>
>>>>> Thanks Michael and Evgeni, I probably should check the demos to see
>>>>> 2012/5/26 Michael Bayne <m...@samskivert.com>
>>>>>> On Sat, May 26, 2012 at 9:30 AM, Bryan Alvarado
>>>>>> I have extensively tested the portrait and landscape handling of the
>>>>>> -- m...@samskivert.com
>>>>> --
>>>>> http://about.me/bryan. <http://about.me/bryan./bio>
>>>> --
>>>> http://about.me/bryan. <http://about.me/bryan./bio>
>> --
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