我在模拟器上运行我的cocos2d程序。它工作正常,但当我在设备上运行时,它会抛出错误OpenGL错误0x0506 - [CCSprite draw] 530和[CCGLView swapBuffers] 283.在我的程序中我想将一个场景推送到另一个场景。那时它显示错误和下一个场景的黑屏。请帮我解决一下。我也试着谷歌。
注意:我的应用程序没有崩溃,但绘制精灵的问题。
我的代码如下:
首先加载LoadingLayer,如下所示。
-(void) directorDidReshapeProjection:(CCDirector*)director
{
if ([[director runningScene] isRunning])
{
[[CCDirector sharedDirector] replaceScene:[HelloWorldLayer scene]];
}
else
{
[[CCDirector sharedDirector] runWithScene:[LoadingLayer scene]];
}
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[self.window setBackgroundColor:[UIColor whiteColor]];
glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:NO];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change this setting at any time.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// Create a Navigation Controller with the Director
navController_ = [[MyNavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
// for rotation and other messages
[director_ setDelegate:navController_];
// set the Navigation Controller as the root view controller
[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
在LoadingLayer之后,它推送到viewcontroller.it点击按钮转到HelloWorldLayer。
-(void)Button
{
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
[director_ replaceScene:[HelloWorldLayer scene]];
[self.navigationController pushViewController:director_ animated:YES];
}
作为场景流到viewcontroller到场景。
应用不会崩溃,但会出现错误,如下所示
在模拟器上运行良好,但CPU使用率达到95%到100%。
答案 0 :(得分:5)
这只是一个cocos2d应用程序,而不是UIKit混合应用程序吗?在这种情况下,当你只是简单地切换场景(CCScene)时,为什么要调用pushViewController?尝试删除:
[self.navigationController pushViewController:director_ animated:YES];
你没有理由推动导演,它已经存在了。当您切换CCScene时,您没有创建新的视图控制器。
答案 1 :(得分:0)
但是那个场景我去了viewcontroller
如果您想同时使用UIKit和Cocos2d for iPhone,我强烈建议您阅读attachDemo以实现目标。
https://github.com/cocos2d/cocos2d-iphone/tree/master-v2/tests/attachDemo