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. -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/cocos-discuss. For more options, visit https://groups.google.com/groups/opt_out.
