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		<title>cocos2d for iPhone &#187; Tag: fps - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/fps</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Thu, 09 Feb 2012 22:27:56 +0000</pubDate>
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		<item>
			<title>wildwinter on "Welcome to the cocos3d forum!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13181/page/3#post-139916</link>
			<pubDate>Tue, 17 Jan 2012 21:59:13 +0000</pubDate>
			<dc:creator>wildwinter</dc:creator>
			<guid isPermaLink="false">139916@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Okay... found a workaround for my problem.</p>
<p>I was loading my models from Blender, as a resource file. Then copying the relevant nodes from the resource file, adding them to the world, and the lighting was broken for textured objects.</p>
<p>If, before copying the relevant nodes, you _add_ the resource file contents to the world (but hide them offscreen somewhere) it all works fine.</p>
<p>Weird! My suspicion is that because I wasn't adding the source nodes to the world, a bunch of materials etc. weren't properly available to the world or something, but I don't really know what's going on under Cocos3D's hood in terms of resource handling. Still, that solves my problem, although it doesn't seem ideal in the long run!</p>
<p>Cheers,<br />
   Ian
</p></description>
		</item>
		<item>
			<title>riq on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139832</link>
			<pubDate>Tue, 17 Jan 2012 09:42:39 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">139832@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/40822'>NOG</a>:<br />
Since cocos2d v2.0-beta, you could reposition the FPS by defining the following macro:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> CC_DIRECTOR_FPS_POSITION ccp(0,0)</code></pre></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139758</link>
			<pubDate>Mon, 16 Jan 2012 23:14:51 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139758@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah, but I'm sure it's been done many times.  It's even more important with parallax backgrounds because my maps are connected, and it uses the sliding transitions between them.  Otherwise it would be really complicated to fix it by changing the z order and how they are connected.
</p></description>
		</item>
		<item>
			<title>Birkemose on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139754</link>
			<pubDate>Mon, 16 Jan 2012 22:43:46 +0000</pubDate>
			<dc:creator>Birkemose</dc:creator>
			<guid isPermaLink="false">139754@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>That is an interesting idea.<br />
You mean, ex switching scene with a kewl flippa-thing, while having a static layer on top of it all?
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139745</link>
			<pubDate>Mon, 16 Jan 2012 20:41:16 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139745@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well ok, maybe I should try something different. Just studying the code to see different ways I can display things outside of a scene.  Reason being, that some of my layers are affected by scene transition effects.
</p></description>
		</item>
		<item>
			<title>Birkemose on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139744</link>
			<pubDate>Mon, 16 Jan 2012 20:34:25 +0000</pubDate>
			<dc:creator>Birkemose</dc:creator>
			<guid isPermaLink="false">139744@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have heard - from high places - that it should be IMPOSSIBLE, to change the position of the FPS label.
</p></description>
		</item>
		<item>
			<title>ayt on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139741</link>
			<pubDate>Mon, 16 Jan 2012 20:11:46 +0000</pubDate>
			<dc:creator>ayt</dc:creator>
			<guid isPermaLink="false">139741@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I would look at the code where the FPSLabel is updated.
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139737</link>
			<pubDate>Mon, 16 Jan 2012 19:41:57 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139737@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Actually it still doesn't seem to set the position.  i.e. tried 200,200
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139736</link>
			<pubDate>Mon, 16 Jan 2012 19:39:47 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139736@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh.. didn't know it should be using ccp. </p>
<p>Thanks! =)
</p></description>
		</item>
		<item>
			<title>andrew on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139735</link>
			<pubDate>Mon, 16 Jan 2012 19:36:16 +0000</pubDate>
			<dc:creator>andrew</dc:creator>
			<guid isPermaLink="false">139735@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>FPSLabel is defined in CCDirector.m in setGLDefaultValues. Just add a position somewhere in there.</p>
<pre><code>-(void) setGLDefaultValues
{
	// This method SHOULD be called only after openGLView_ was initialized
	NSAssert( openGLView_, @&#34;openGLView_ must be initialized&#34;);

	[self setAlphaBlending: YES];
	[self setDepthTest: YES];
	[self setProjection: projection_];

	// set other opengl default values
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

#<a href='http://www.cocos2d-iphone.org/forum/tags/if'>if</a> CC_DIRECTOR_FAST_FPS
    if (!FPSLabel_) {
		CCTexture2DPixelFormat currentFormat = [CCTexture2D defaultAlphaPixelFormat];
		[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA4444];
		FPSLabel_ = [[CCLabelAtlas labelWithString:@&#34;00.0&#34; charMapFile:@&#34;fps_images.png&#34; itemWidth:16 itemHeight:24 startCharMap:&#039;.&#039;] retain];
		FPSLabel_.position = ccp(0, 0); // &#60;-- position here
		[CCTexture2D setDefaultAlphaPixelFormat:currentFormat];
	}
#endif	// CC_DIRECTOR_FAST_FPS
}</code></pre></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139733</link>
			<pubDate>Mon, 16 Jan 2012 19:32:19 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139733@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm interested in having labels and parallax backgrounds displayed outside of a scene, and currently checking out CCDirector to see how the frames per second are displayed.  Can anyone tell me where the label is positioned and added? Thanks
</p></description>
		</item>
		<item>
			<title>wildwinter on "Welcome to the cocos3d forum!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13181/page/3#post-139672</link>
			<pubDate>Mon, 16 Jan 2012 09:02:44 +0000</pubDate>
			<dc:creator>wildwinter</dc:creator>
			<guid isPermaLink="false">139672@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks Gray - I guess I'm hoping someone else has seen the same symptom in the past, and has worked out what caused it. Or that Bill has an insight. :-)</p>
<p>Cheers,<br />
    Ian
</p></description>
		</item>
		<item>
			<title>Gray Olson on "Welcome to the cocos3d forum!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13181/page/3#post-139645</link>
			<pubDate>Mon, 16 Jan 2012 04:56:40 +0000</pubDate>
			<dc:creator>Gray Olson</dc:creator>
			<guid isPermaLink="false">139645@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I don't know what to tell you, but if it's just a test and not too much code, I'd recommend just creating a new project and re-writing the code to see if that fixes it... it's happened to me before when I'm just getting used to new code API's and whatnot and like you said screw up a retain or something like that somewhere.</p>
<p>Gray
</p></description>
		</item>
		<item>
			<title>wildwinter on "Welcome to the cocos3d forum!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13181/page/3#post-139619</link>
			<pubDate>Sun, 15 Jan 2012 20:20:41 +0000</pubDate>
			<dc:creator>wildwinter</dc:creator>
			<guid isPermaLink="false">139619@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Can anyone think of a reason why applying a texture to a shape would stop dynamic lighting working? i.e. a plain, simply convex poly which shades correctly as it spins has a textured material applied, and suddenly the lighting is acting as if it's baked on - the model has lighter/darker sides but they're fixed with respect to the model as it spins, looking baked on to the model.</p>
<p>Application of texture:</p>
<p> mesh.material=[CC3Material material];<br />
 CC3Texture* tex= [CC3Texture textureFromFile:@"test.png"];<br />
 [mesh.material addTexture:tex];</p>
<p>It's not bump-mapped or anything, shouldUseLighting is true, the PNG is a simple 512x512 texture with no alpha. I have had lighting on textures working properly in this project, but after a bit of reorganising it seems to have stopped and I can't figure out why.</p>
<p>The light isn't moving with the model.</p>
<p>Multiple models suffer from the same problem.</p>
<p>I'm vaguely wondering whether I'm missing a retain somewhere, or I'm sharing a material that I shouldn't... not sure.</p>
<p>I've tried this with parametric models, and with models imported via Blender / Collada2POD. I'm obviously hitting some sort of config/boundary condition somewhere, just not sure where to look!
</p></description>
		</item>
		<item>
			<title>sctm81 on "FPS ISSUE due to hash size after adding and removing a large number of shapes."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28253#post-138981</link>
			<pubDate>Wed, 11 Jan 2012 01:00:43 +0000</pubDate>
			<dc:creator>sctm81</dc:creator>
			<guid isPermaLink="false">138981@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Dear All:</p>
<p>I am in the process of developing a new space shooter and am noticing that the frame rate drops from initially 60 to 20 after adding and removing a larger number of shapes (&#62;1000). I certainly do not have a memory leak as I have used the profiler to check my memory usage. Using the Time Profiler I discovered that the processes that are using more and more time are the calls to 'cpvdot'. </p>
<p>By printing out </p>
<p>NSLog(@"SIZe %d", space-&#62;activeShapes-&#62;handleSet-&#62;size);  </p>
<p>i realized that the the number of the active shapes grows until 193 at which the fps slows down significantly. To remove shapes i'm doing the following</p>
<p>////these are my variables<br />
CCSprite *SystemSprite;<br />
cpSpace *World<br />
cpShape *DynamicShape<br />
cpBody *DynamicBody;</p>
<p>////here's the code for removing the shapes</p>
<p>        [ParentBatchNode removeChild:SystemSprite cleanup:true];<br />
        cpSpaceRemoveBody(World, DynamicBody);<br />
        cpSpaceRemoveShape(World, DynamicShape);<br />
        cpShapeFree(DynamicShape);</p>
<p>Could anybody let me know why the number of the objects is increasing even though i am removing them?</p>
<p>Thanks everyone</p>
<p>Tim
</p></description>
		</item>
		<item>
			<title>zuschauer on "How to delay drawScene (aim -&gt; 50 fps)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27851#post-136794</link>
			<pubDate>Sat, 24 Dec 2011 15:36:07 +0000</pubDate>
			<dc:creator>zuschauer</dc:creator>
			<guid isPermaLink="false">136794@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I implemented this solutoin:</p>
<p>init of scene:<br />
==============<br />
mBeginTime = 0;</p>
<p>game_loop:<br />
==========<br />
double lSleep = (1.0 / 50.0f) - ((double)CFAbsoluteTimeGetCurrent() - mBeginTime);</p>
<p>    if (lSleep &#62; 0.0)<br />
    {<br />
        [NSThread sleepForTimeInterval:lSleep];<br />
    }</p>
<p>    mBeginTime = (double)CFAbsoluteTimeGetCurrent();</p>
<p>---</p>
<p>Seems to be a bit choppy at first look.
</p></description>
		</item>
		<item>
			<title>zuschauer on "How to delay drawScene (aim -&gt; 50 fps)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27851#post-136774</link>
			<pubDate>Sat, 24 Dec 2011 10:47:01 +0000</pubDate>
			<dc:creator>zuschauer</dc:creator>
			<guid isPermaLink="false">136774@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Happy Xmas! colleagues,</p>
<p>I have searched the forum and found many topics about fps performance issues. In my case I want to force 50 fps but as far as I understand cocos2d and finally CADisplayLink only supports 30 or 60 fps (correct me if I am wrong).</p>
<p>So, I am searching a good way to delay the game loop call to reach stable 50 fps. At the moment my game is running at full 60 fps.</p>
<p>For some examples I would be really thankful.</p>
<p>Kind regards,<br />
Stefan
</p></description>
		</item>
		<item>
			<title>galenzo17 on "Performance on Ipad, load sprite´s (StoryBook)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25377#post-132051</link>
			<pubDate>Wed, 07 Dec 2011 12:45:08 +0000</pubDate>
			<dc:creator>galenzo17</dc:creator>
			<guid isPermaLink="false">132051@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi!</p>
<p>My code:</p>
<p>/////////////////////////////////  nandu.h    /////////////////////////////////////////</p>
<p>@interface nandu : CCLayer<br />
{<br />
	CCSprite *fondo;<br />
	//CCParticleRain *lluvialenguad;<br />
}</p>
<p>+(CCScene *) scene;</p>
<p>@end</p>
<p>///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////</p>
<p>/////////////////////////////////  nandu.m    /////////////////////////////////////////</p>
<p>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> "nandu.h"</p>
<p>@implementation nandu</p>
<p>+(CCScene *) scene<br />
{<br />
	// 'scene' is an autorelease object.<br />
	CCScene *scene = [CCScene node];</p>
<p>	// 'layer' is an autorelease object.<br />
	nandu *layer = [nandu node];</p>
<p>	// add layer as a child to scene<br />
	[scene addChild: layer];</p>
<p>	// return the scene<br />
	return scene;<br />
}</p>
<p>-(void)starButtonTapped{</p>
<p>	[[bookmanager sharedbookmanager] runSceneWithID:kcuruscene];</p>
<p>}</p>
<p>// on "init" you need to initialize your instance<br />
-(id) init<br />
{<br />
	// always call "super" init<br />
	// Apple recommends to re-assign "self" with the "super" return value<br />
	if( (self=[super init])) {</p>
<p>                isTouchEnabled_=YES;</p>
<p>		[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"curunandu.plist"];</p>
<p>		fondo =[CCSprite spriteWithFile:@"fondonandu.png"];<br />
		fondo.position=ccp(384,514);</p>
<p>		[self addChild:fondo z:-2];</p>
<p>		CCSprite *nandiu=[CCSprite spriteWithSpriteFrameName:@"nandusinfondo.png"];<br />
		//lenguado.anchorPoint=ccp(0,0);<br />
		nandiu.position= ccp(391, 637);<br />
		nandiu.tag=100;<br />
		[self addChild:nandiu];</p>
<p>		CCMenuItem *adelante = [CCMenuItemImage<br />
								itemFromNormalImage:@"1.png" selectedImage:@"1.png"<br />
								target:self selector:@selector(starButtonTapped)];<br />
		adelante.position = ccp(640, 60);</p>
<p>		CCMenuItem *atras = [CCMenuItemImage<br />
							 itemFromNormalImage:@"3.png" selectedImage:@"3.png"<br />
							 target:self selector:@selector(starButtonTapped)];<br />
		atras.position = ccp(130, 60);</p>
<p>		CCMenuItem *indice = [CCMenuItemImage<br />
							  itemFromNormalImage:@"2.png" selectedImage:@"2.png"<br />
							  target:self selector:@selector(starButtonTapped)];<br />
		indice.position = ccp(388, 100);</p>
<p>		CCMenuItem *ficha = [CCMenuItemImage<br />
							 itemFromNormalImage:@"botonfichatransparente.png" selectedImage:@"botonfichatransparente.png"<br />
							 target:self selector:@selector(starButtonTapped)];<br />
		ficha.position = ccp(189, 254);</p>
<p>		CCMenuItem *texto = [CCMenuItemImage<br />
							 itemFromNormalImage:@"botontransparentetexto.png" selectedImage:@"botontransparentetexto.png"<br />
							 target:self selector:@selector(starButtonTapped)];<br />
		texto.position = ccp(583, 305);</p>
<p>		CCMenu *starMenu = [CCMenu menuWithItems:adelante,atras,indice,ficha,texto, nil];<br />
		starMenu.position = CGPointZero;<br />
		[self addChild:starMenu];<br />
	}<br />
	return self;<br />
}</p>
<p>////Is this OK? mmmmm, I think maybe not, but work///////</p>
<p>-(void) ccTouchesBegan :(NSSet *) touches withEvent :(UIEvent *)event<br />
{<br />
	UITouch *touch =[touches anyObject];<br />
	CGPoint location= [touch locationInView:[touch view]];<br />
	location=[[CCDirector sharedDirector]convertToGL:location];</p>
<p>	CCSprite *nandusinfondo=(CCSprite *)[self getChildByTag:100];</p>
<p>	id effect = [CCWaves actionWithWaves:10 amplitude:10 horizontal:YES vertical:YES grid:ccg(10, 10) duration:3];<br />
	[nandusinfondo runAction:effect];</p>
<p>}</p>
<p>- (void) dealloc<br />
{<br />
	[[CCSpriteFrameCache sharedSpriteFrameCache] removeUnusedSpriteFrames];</p>
<p>	// don't forget to call "super dealloc"<br />
	[super dealloc];<br />
}</p>
<p>@end</p>
<p>///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
///////////////////////////////********************/////////////////////////<br />
My  code works at 15 fps</p>
<p>And I have a BookManager and constant</p>
<p>My questions:</p>
<p>-How i can change my code for better performance?  Any Ideas? :)<br />
-I have 65 page to do; Is this the best way?<br />
-15 fps on device is ok? or crash all the time?<br />
-is this  the best way for sprites load?<br />
-All my art work is in .png; I have to change to .pvr?</p>
<p>i'm new on cocos2d and I almost finished my work and i need from the experience voice</p>
<p>and a study a lot before ask</p>
<p>sorry for my english i´m from Argentina like Riq!</p>
<p>best regards
</p></description>
		</item>
		<item>
			<title>aramk on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129957</link>
			<pubDate>Mon, 28 Nov 2011 23:52:58 +0000</pubDate>
			<dc:creator>aramk</dc:creator>
			<guid isPermaLink="false">129957@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for the reply. Yes, I've used the QEMU powered Android emulator, it's horrid. Compared to that the iPhone Simulator is superb. I guess I'll stick to getting &#62; 30 FPS on simulator and hope to reach 60 on the device. Cheers!
</p></description>
		</item>
		<item>
			<title>fet_loa on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129952</link>
			<pubDate>Mon, 28 Nov 2011 23:31:44 +0000</pubDate>
			<dc:creator>fet_loa</dc:creator>
			<guid isPermaLink="false">129952@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Performance on the simulator is usually not very good. Never use the simulator as a performance indicator, that goes for all platforms (ever developed for Android? The Android emulator will make you want to throw up, that's how slow it is). After all, the device has a dedicated gfx processor.</p>
<p>Who knows if the simulator even uses your gfx card for opengl rendering (I don't anyway, but my guess it that it doesn't). Either way I'm pretty sure it's not optimized, and I wouldn't really see the reason for optimizing an emulator too much since it is solely meant for development, after all you are targeting the device, not the emulator :)</p>
<p>So don't worry too much about it, if it runs well on the device, mission completed :)
</p></description>
		</item>
		<item>
			<title>aramk on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129474</link>
			<pubDate>Mon, 28 Nov 2011 03:57:21 +0000</pubDate>
			<dc:creator>aramk</dc:creator>
			<guid isPermaLink="false">129474@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Running it on my phone gives 60 FPS, but 30 FPS on the simulator. I figured my nVidia m330gt &#62; ARM built in... It's probably not that simple, but I imagine there is some tweaking in the simulator and also in some of the foundation code for cocos2d.
</p></description>
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			<title>aramk on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129441</link>
			<pubDate>Mon, 28 Nov 2011 03:24:47 +0000</pubDate>
			<dc:creator>aramk</dc:creator>
			<guid isPermaLink="false">129441@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I used a single batch node and a single png...
</p></description>
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			<title>fet_loa on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129106</link>
			<pubDate>Sun, 27 Nov 2011 18:38:31 +0000</pubDate>
			<dc:creator>fet_loa</dc:creator>
			<guid isPermaLink="false">129106@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I guess it all depends on how your implementation looks like, and how you use the batchnode(s).</p>
<p>Do you use one batchnode or a separate one for the ground, hills and clouds?
</p></description>
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			<title>aramk on "CCSpriteBatchNode with large transparent backgrounds"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23964#post-129077</link>
			<pubDate>Sun, 27 Nov 2011 16:22:54 +0000</pubDate>
			<dc:creator>aramk</dc:creator>
			<guid isPermaLink="false">129077@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've written a bunch of classes for creating a parallax effect background which contains the ground, hills and clouds. Each object is duplicated once and this allows me to create an infinite loop with the ground etc. Problem is, using CCSpriteBatchNode and 12 x PNG 32bit textures with approx. size 600 x 200px slows down my FPS to around 30. I have read that using CCSpriteBatchNode shows big improvements in performance, but I can't seem to replicate them.</p>
<p><a href="http://www.learn-cocos2d.com/2011/09/cocos2d-spritebatch-performance-test/" rel="nofollow">http://www.learn-cocos2d.com/2011/09/cocos2d-spritebatch-performance-test/</a></p>
<p>How can I speed things up?
</p></description>
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			<title>Malkavian on "Welcome to the cocos3d forum!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13181/page/3#post-125192</link>
			<pubDate>Wed, 09 Nov 2011 14:12:47 +0000</pubDate>
			<dc:creator>Malkavian</dc:creator>
			<guid isPermaLink="false">125192@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone o/<br />
I didn't know where to post first, so picked this general sticky thread.</p>
<p>I started programming in Obj-C (had a Java/Scala background mostly) relatively recently, and am already involved in making of a game here at my work. 3D included, ofc.<br />
So, after implementing server-side logic and all sorta things, I had to make a pick and decide on a 3D engine.</p>
<p>My first pick was iSGL3D (since stack overflow provided me with it firsthand). It was kind of an introduction to 3D programming in general for me. Then I began to learn cocos2d (just for myself, really, no work involved) and stumbled upon cocos3d. And, well, here I am =)</p>
<p>I am really excited about using cocos3d - which will begin the day after tomorrow, to be honest.<br />
Thanks the development team for making it.
</p></description>
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			<title>pimms on "FPS counter does not show"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9594#post-123777</link>
			<pubDate>Mon, 31 Oct 2011 10:40:39 +0000</pubDate>
			<dc:creator>pimms</dc:creator>
			<guid isPermaLink="false">123777@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You need to get the delta-time in order to calculate the correct FPS. All update methods(<code>[self scheduleUpdate]</code>) gets <code>ccTime dt</code> as a parameter. You can set the string inside the update, or pass it on to <code>[self showFPS:dt]</code>.</p>
<pre><code>-(void) update:(ccTime)dt {
    [FPSLabel setString: [NSString stringWithFormat:@&#34;%0.1f&#34;, 1.f/dt] ];
}</code></pre>
<p>Although that's quite the workaround as the CCDirector can do this by default.<br />
<code>[[CCDirector sharedDirector] showFPS:YES];</code><br />
or something quite similar will make it appear.
</p></description>
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			<title>GPP on "FPS counter does not show"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9594#post-123738</link>
			<pubDate>Mon, 31 Oct 2011 00:27:29 +0000</pubDate>
			<dc:creator>GPP</dc:creator>
			<guid isPermaLink="false">123738@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Heya folks, I am playing around with Nat's game kit, and trying to figure out how to enable the actual FPS Count.</p>
<p>So I typed in the App.h file this:</p>
<p> -(void) showFPS;</p>
<p>And then going into App.m and typing</p>
<p>-(void) showFPS</p>
<p>{</p>
<p>[FPSLabel setString:@"60.0"];<br />
[FPSLabel draw];<br />
}</p>
<p>Frankly, I'm not sure what I am doing, but I am trying to tell the program to display the Frame Count, whatever it is. So that FPSLabel (which wasn't defined and so caused a Build Failure) was an incorrect approach anyway.</p>
<p>But am I on the right track?
</p></description>
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			<title>riq on "fps from 60 to 30 !!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21353#post-118809</link>
			<pubDate>Thu, 29 Sep 2011 11:10:49 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">118809@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Also, try to use 16-bit textures or lower whenever possible.<br />
<a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:best_practices#" rel="nofollow">http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:best_practices#</a><a href='http://www.cocos2d-iphone.org/forum/tags/textures'>textures</a>
</p></description>
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			<title>Tone on "fps from 60 to 30 !!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21353#post-118806</link>
			<pubDate>Thu, 29 Sep 2011 10:59:55 +0000</pubDate>
			<dc:creator>Tone</dc:creator>
			<guid isPermaLink="false">118806@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Also look at any invisible elements that you have in your game. Menu's that you are not displaying. You should create menu items when you need them.
</p></description>
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			<title>unrealaz on "fps from 60 to 30 !!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21353#post-118803</link>
			<pubDate>Thu, 29 Sep 2011 10:14:51 +0000</pubDate>
			<dc:creator>unrealaz</dc:creator>
			<guid isPermaLink="false">118803@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>In your app delegate most likely you have this line :<br />
<code>if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )</code><br />
This sets the Cocos Director tu run as kCCDirectorTypeDisplayLink. This means if you read there that you will either have 60 fps or 30 fps or 15 fps.<br />
Due to the fact that your device can't handle what you have on your screen the fps dropped from 60 to 30.
</p></description>
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