On Wed, Apr 11, 2012 at 4:40 PM, Nitneroc <[email protected]> wrote:

> This sounds a bit stupid, but I couldn't find a way to change the fps
> limit. I read somewhere how to do it for pyglet, but it did'nt seem to
> work in cocos2d.
>
> Is there any way to do so ?
>
> --
>


This was feasible with pyglet 1.1.4, but seems to not work with pyglet
1.2dev.

Tested by modifying the test_sprite.py in cocos by
"""
director.init()
pyglet.clock.set_fps_limit(30)
director.show_FPS = True
"""
You can toogle  the display of fps in cocos by pressing ctrl-x

In windows, pyglet 1.1.4 somehow tries to comply; with 1.2 dev it goes full
tilt.

In theory, you can have the following fps locking status in pyglet, with or
without cocos:

no locking:
(passing vsync=False when creating the Window in pyglet  or  passing
vsync=False when calling  director.init() in cocos)
You get  the maximun frame rate your system can deliver

locking to vertical retrace: with vsync=True , which is the default, you
get the same framerate as your monitor refresh rate

locking to a specific value:
import pyglet.clock
pyglet.clock.set_fps_limit(limit)

Note: you need to have at least one scheduled function, even if it does
anything, or the framerate drops to aprox 14 fps

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