I have a Cocos2d project and I want a constant background throughout the app. In the applicationDidFinishLaunching
method of its delegate, I have replaced the line:
I have changed the pixelFormat of glView from kEAGLColorFormatRGB565
to kEAGLColorFormatRGBA8
. When I make that change, glView becomes transparent and I can see through it, but the fps drops dramatically. If I don't make that change, the view doesn't become transparent, but I don't see the huge drop in fps. I'm talking about a significant drop in fps, from 59.0-60.0 to about 35.0-42.0.
I am using this code right below the addSubview line above to make the view transparent:
director.openGLView.opaque = NO;
The whole applicationDidFinishLaunching method looks like this:
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
// Init the window
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Try to use CADisplayLink director
// if it fails (SDK < 3.1) use the default director
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:kCCDirectorTypeDefault];
CCDirector *director = [CCDirector sharedDirector];
// Init the View Controller
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
//
// Create the EAGLView manually
// 1. Create a RGB565 format. Alternative: RGBA8
// 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition
//
//
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGBA8 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
// attach the openglView to the director
[director setOpenGLView:glView];
glView.opaque = NO;
// // 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");
//
// VERY IMPORTANT:
// If the rotation is going to be controlled by a UIViewController
// then the device orientation should be "Portrait".
//
// IMPORTANT:
// By default, this template only supports Landscape orientations.
// Edit the RootViewController.m file to edit the supported orientations.
//
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif
[director setAnimationInterval:1.0/60];
[director setDisplayFPS:YES];
// make the OpenGLView a child of the view controller
[viewController setView:glView];
//Required in iOS6, recommended in 4 and 5
[window setRootViewController:viewController];
// make the View Controller a child of the main window, needed for iOS 4 and 5
[window addSubview: viewController.view];
[window makeKeyAndVisible];
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// Removes the startup flicker
[self removeStartupFlicker];
// Run the intro Scene
[[CCDirector sharedDirector] runWithScene: [Intro scene]];
}
Any ideas as to why this is happening? I can provide more code if need be.
I forgot to mention one other code change that I did. In CCDirector.m setGLDefaultValues
I changed this line from this:
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
To this:
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);