On Mon, Oct 28, 2013 at 5:33 PM, Mikolaj <[email protected]> wrote:

> Another approach is to patch cocos an Ninteroc mentions in this thread:
>>
>> http://thread.gmane.org/gmane.comp.python.cocos2d.user/1686
>>
>> If this works for you, and performance compares well with your two-batchs
>> workaround, then cocos should incorporate that patch.
>>
>>
> My tests show no difference in performance between the patch and my work
> around.
>
> I have another question. I have one layer which uses this method:
>
> def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
>         if Mouse.buttons_string(buttons) == 'MIDDLE':
>             self.x += dx
>             self.y += dy
>
> My program idle fps is 500 (on ubuntu, so it's half of what I see on win7).
>
> So if I do something like 'press MIDDLE and move mouse a lot', I see a FPS
> of about 250. This is expected.
>
> However if I add one more layer to the scene and do the same movement, I
> see FPS drop to 50, it does not matter if the new layer is event handler or
> not.
>
> What can be the reason for this drop?
>
>
>
>


I see no reason for that.
I would suspect something unconspicuous is consuming resources.
If visual inspection does not give any clue, doing dome profiling would
help.

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