I just started learning libGDX, and was following the example from http://steigert.blogspot.in/2012/02/2-libgdx-tutorial-game-screens.html (the second link on libGdx help page).
As of now, I just display a logo of 512x512. There is nothing else happening in the application but when I run the application in desktop mode,I get a FPS of 15-16. When I remove the image, I get 60fps for the blank screen. For android its even worse, I get 3-4 fps in Galaxy SL - GT-i9003 (Temple Run runs on playable speed on the device).
My laptop plays World of Warcraft without any hiccups in high quality so its baffling that such a small app would only achieve 15fps.
public class SplashScreen extends AbstractScreen {
private Texture splashTexture;
private TextureRegion splashTextureRegion;
public SplashScreen(MyGDXGame game){
super(game);
}
@Override
public void show()
{
super.show();
// load the splash image and create the texture region
splashTexture = new Texture("splash.png");
// we set the linear texture filter to improve the stretching
splashTexture.setFilter( TextureFilter.Linear, TextureFilter.Linear );
// in the image atlas, our splash image begins at (0,0) at the
// upper-left corner and has a dimension of 512x301
splashTextureRegion = new TextureRegion( splashTexture, 0, 0, 512, 382 );
}
@Override
public void render(float delta ) {
super.render( delta );
// we use the SpriteBatch to draw 2D textures (it is defined in our base
// class: AbstractScreen)
batch.begin();
// we tell the batch to draw the region starting at (0,0) of the
// lower-left corner with the size of the screen
batch.draw( splashTextureRegion, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() );
// the end method does the drawing
batch.end();
}
@Override
public void dispose()
{
super.dispose();
splashTexture.dispose();
}
}
Here is the relevant section of AbstractScreen class:
public class AbstractScreen implements Screen {
protected final MyGDXGame game;
protected final BitmapFont font;
protected final SpriteBatch batch;
public AbstractScreen(MyGDXGame game ){
this.game = game;
this.font = new BitmapFont();
this.batch = new SpriteBatch();
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor( 0f, 0f, 0f, 1f );
Gdx.gl.glClear( GL20.GL_COLOR_BUFFER_BIT );
}
...
}
And the desktop app:
public class Main {
public static void main(String[] args) {
LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
cfg.title = "First Game";
cfg.useGL20 = false;
cfg.width = 800;
cfg.height = 480;
new LwjglApplication(new MyGDXGame(), cfg);
}
MyGDXGame is as follows:
public class MyGDXGame extends Game {
private FPSLogger fpsLogger;
public SplashScreen getSplashScreen() {
return new SplashScreen( this );
}
@Override
public void create() {
fpsLogger = new FPSLogger();
}
@Override
public void dispose() {
super.dispose();
}
@Override
public void render() {
super.render();
setScreen(getSplashScreen());
fpsLogger.log();
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
}
@Override
public void pause() {
super.pause();
}
@Override
public void resume() {
super.resume();
}
I have read so many good things about libGdx, so this issue seems baffling to me. What am I doing wrong to get such a low frame rate?
I think setScreen(getSplashScreen());
in your render()
method might be the problem. Move it to the create()
method of MyGDXGame
.
Right now you are switching the screen in every single frame and recreate a SpriteBatch
every single time which is a very heavy object (see my comment to your question).