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Bryan Alvarado  
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 More options May 27 2012, 10:40 am
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,
we're gonna give it a try :)

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
>>> are using immediate layer with others layers, clear() function will mess
>>> everything it is probably not a bug but a feature :)

>>> And seems that you don't need to call graphics().setSize(w,h) on IOS
>>> platform, this command will mess up with view transformation.

>>> I have average of 10fps in ipad simulator, does anyone have any
>>> experience how much it will be improved on real device? I have iMac
>>> with 2.5 GHz Intel Core i5 and AMD Radeon HD 6750M 512 MB

>>> 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
>>>> and built the project, and it was working in Landscape by default. :)

>>>> 2012/5/26 Bryan Alvarado <bryan.alvar...@gmail.com>

>>>>> Thanks Michael and Evgeni, I probably should check the demos to see
>>>>> what it's triggering that kind of behavior, other than that, the iOS
>>>>> backend has been working perfectly :)

>>>>> 2012/5/26 Michael Bayne <m...@samskivert.com>

>>>>>> On Sat, May 26, 2012 at 9:30 AM, Bryan Alvarado
>>>>>> <bryan.alvar...@gmail.com> wrote:
>>>>>> > the only problem is that the game only works in portrait, not in
>>>>>> landscape

>>>>>> I have extensively tested the portrait and landscape handling of the
>>>>>> iOS backend, so you must be triggering a subtle bug. As Evgeni
>>>>>> mentioned, the samples work in portrait and landscape with no
>>>>>> problems. The playn/tests project also works fine in portrait and
>>>>>> landscape, and it specifically uses as many features of PlayN as it
>>>>>> can.

>>>>>> -- m...@samskivert.com

>>>>> --
>>>>> Bryan Alvarado

>>>>> http://about.me/bryan. <http://about.me/bryan./bio>

>>>> --
>>>> Bryan Alvarado

>>>> http://about.me/bryan. <http://about.me/bryan./bio>

>> --
>> Bryan Alvarado

>> http://about.me/bryan. <http://about.me/bryan./bio>

--
Bryan Alvarado

http://about.me/bryan. <http://about.me/bryan./bio>


 
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