本文整理了Java中com.badlogic.gdx.Graphics.getFramesPerSecond()
方法的一些代码示例,展示了Graphics.getFramesPerSecond()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Graphics.getFramesPerSecond()
方法的具体详情如下:
包路径:com.badlogic.gdx.Graphics
类名称:Graphics
方法名:getFramesPerSecond
暂无
代码示例来源:origin: libgdx/libgdx
public void render (boolean update) {
fpsCounter.put(Gdx.graphics.getFramesPerSecond());
if (update) update();
beginRender(true);
renderWorld();
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
if (debugMode != DebugDrawModes.DBG_NoDebug) world.setDebugMode(debugMode);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
performance.setLength(0);
performance.append("FPS: ").append(fpsCounter.value).append(", Bullet: ")
.append((int)(performanceCounter.load.value * 100f)).append("%");
}
代码示例来源:origin: libgdx/libgdx
protected void getStatus (final StringBuilder stringBuilder) {
stringBuilder.append("FPS: ").append(Gdx.graphics.getFramesPerSecond());
if (loading) stringBuilder.append(" loading...");
}
代码示例来源:origin: libgdx/libgdx
/** Logs the current frames per second to the console. */
public void log () {
if (TimeUtils.nanoTime() - startTime > 1000000000) /* 1,000,000,000ns == one second */{
Gdx.app.log("FPSLogger", "fps: " + Gdx.graphics.getFramesPerSecond());
startTime = TimeUtils.nanoTime();
}
}
}
代码示例来源:origin: libgdx/libgdx
/** Logs the current frames per second to the console. */
public void log () {
if (TimeUtils.nanoTime() - startTime > 1000000000) /* 1,000,000,000ns == one second */{
Gdx.app.log("FPSLogger", "fps: " + Gdx.graphics.getFramesPerSecond());
startTime = TimeUtils.nanoTime();
}
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
fpsLabel.setText("fps: " + Gdx.graphics.getFramesPerSecond());
stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
stage.draw();
}
代码示例来源:origin: libgdx/libgdx
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
sprite.draw(batch);
font.draw(batch, "fps:" + Gdx.graphics.getFramesPerSecond(), 26, 65);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
Gdx.app.log("X", "FPS: " + Gdx.graphics.getFramesPerSecond());
SpriteBatch spriteBatch = (SpriteBatch)stage.getBatch();
Gdx.app.log("X", "render calls: " + spriteBatch.totalRenderCalls);
spriteBatch.totalRenderCalls = 0;
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
Gdx.app.log("X", "FPS: " + Gdx.graphics.getFramesPerSecond());
SpriteBatch spriteBatch = (SpriteBatch)stage.getBatch();
Gdx.app.log("X", "render calls: " + spriteBatch.totalRenderCalls);
spriteBatch.totalRenderCalls = 0;
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
Gdx.app.log("X", "FPS: " + Gdx.graphics.getFramesPerSecond());
SpriteBatch spriteBatch = (SpriteBatch)stage.getBatch();
Gdx.app.log("X", "render calls: " + spriteBatch.totalRenderCalls);
spriteBatch.totalRenderCalls = 0;
}
代码示例来源:origin: libgdx/libgdx
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
// check how many actors are visible.
Array<Actor> actors = stage.getActors();
int numVisible = 0;
for (int i = 0; i < actors.size; i++) {
numVisible += ((CullableActor)actors.get(i)).visible ? 1 : 0;
}
batch.begin();
font.draw(batch, "Visible: " + numVisible + ", fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.55f, 0.55f, 0.55f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(100f / 255f, 100f / 255f, 250f / 255f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.55f, 0.55f, 0.55f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.55f, 0.55f, 0.55f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(100f / 255f, 100f / 255f, 250f / 255f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.55f, 0.55f, 0.55f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.55f, 0.55f, 0.55f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render();
batch.begin();
font.draw(batch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClearColor(0.4f, 0.4f, 0.4f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(camera);
modelBatch.render(voxelWorld, lights);
modelBatch.end();
controller.update();
spriteBatch.begin();
font.draw(spriteBatch, "fps: " + Gdx.graphics.getFramesPerSecond() + ", #visible chunks: " + voxelWorld.renderedChunks
+ "/" + voxelWorld.numChunks, 0, 20);
spriteBatch.end();
}
代码示例来源:origin: libgdx/libgdx
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(sceneMatrix);
batch.begin();
renderSprite();
batch.end();
batch.setProjectionMatrix(textMatrix);
batch.begin();
font.draw(batch, modeString + " fps:" + Gdx.graphics.getFramesPerSecond(), 26, 65);
batch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(img2, -100, 0);
batch.draw(img1, 0, 0);
batch.end();
batch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.begin();
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 0, 30);
batch.end();
}
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