FPS with Pyglet half of monitor refresh rate

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说谎
说谎 2021-01-14 23:41

I\'m new to working with Pyglet and I\'ve written a small program which moves a ball around the screen. Right now I\'m having difficulty establishing a steady frame rate of

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  •  無奈伤痛
    2021-01-15 00:12

    import pyglet
    from time import time, sleep
    
    class Window(pyglet.window.Window):
        def __init__(self, refreshrate):
            super(Window, self).__init__(vsync = False)
            self.frames = 0
            self.framerate = pyglet.text.Label(text='Unknown', font_name='Verdana', font_size=8, x=10, y=10, color=(255,255,255,255))
            self.last = time()
            self.alive = 1
            self.refreshrate = refreshrate
    
        def on_draw(self):
            self.render()
    
        def render(self):
            self.clear()
            if time() - self.last >= 1:
                self.framerate.text = str(self.frames)
                self.frames = 0
                self.last = time()
            else:
                self.frames += 1
            self.framerate.draw()
            self.flip()
    
        def on_close(self):
            self.alive = 0
    
        def run(self):
            while self.alive:
                self.render()
                event = self.dispatch_events()
                sleep(1.0/self.refreshrate)
    
    win = Window(23) # set the fps
    win.run()
    

    Note the lack of the clock feature. Also, try setting vsync = True and removing the sleep(1.0/self.refreshrate), this will lock the refresh rate to your monitor.

    Also, note that i don't use pyglet.app.run() to lock the rendering process, i call self.dispatch_events() instead.. it doesn't really do anything except let the graphic "poll" and move on, without it.. pyglet waits for a poll to occur, which pyglet.app.run() normally does.

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