frame-rate

Processing: efficiently drawing a gradient [closed]

丶灬走出姿态 提交于 2019-11-27 16:23:41
I'm new to Processing and I've been working on simulating electron motion. Everything seems fine until I'm try to add a gradient color to each particle.The frame rate drops considerably. Here is what I've tried so far: float a=0; float s; void setup() { size(500,500); smooth(); frameRate(500); colorMode(HSB,360,100,100); noStroke(); ellipseMode(RADIUS); } void draw() { background(200,0,100); pushMatrix(); translate(width/2, height/2); rotate(radians(-18)); for ( int r = width ; r >= 0; r = r - 1 ) { s = 500*exp(-r); fill(202, s, 100); ellipse(100*cos(a), 50*sin(a), r, r); } a+=0.1; popMatrix()

How to get the average FPS in chrome devtools

落爺英雄遲暮 提交于 2019-11-27 15:00:39
问题 I want to retrieve the average fps of the measured performance recording. So far I'm only able to get the duration and fps per frame by either hovering over the frame like this: or by selecting the frame: To get the average fps of all frames, I would have to sum and count them one by one by hand, which is quite inconvenient. Firefox devtools for example displays the average fps at the top right of the panel. 回答1: You can use devtools-for-devtools. Switch devtools to detached window mode

How to set camera FPS in OpenCV? CV_CAP_PROP_FPS is a fake

烂漫一生 提交于 2019-11-27 14:41:26
How to set Camera FPS? May be cvSetCaptureProperty(cameraCapture, CV_CAP_PROP_FPS, 30); ? But it's return HIGHGUI ERROR: V4L2: Unable to get property (5) - Invalid argument Because there is no implementation in highgui/cap_v4l.cpp static int icvSetPropertyCAM_V4L( CvCaptureCAM_V4L* capture, int property_id, double value ){ static int width = 0, height = 0; int retval; /* initialization */ retval = 0; /* two subsequent calls setting WIDTH and HEIGHT will change the video size */ /* the first one will return an error, though. */ switch (property_id) { case CV_CAP_PROP_FRAME_WIDTH: width =

How to know total number of Frame in a file with cv2 in python

隐身守侯 提交于 2019-11-27 12:54:41
问题 How to know total number of Frame in a file ( .avi) through Python using open cv module. If possible what all the information (resolution, fps,duration,etc) we can get of a video file through this. 回答1: With a newer OpenCV version (I use 3.1.0) it works like this: import cv2 cap = cv2.VideoCapture("video.mp4") length = int(cap.get(cv2.CAP_PROP_FRAME_COUNT)) print( length ) And similar for other video properties cv2.CAP_PROP_* 回答2: import cv2 cap = cv2.VideoCapture(fn) if not cap.isOpened():

Poor performance with SKShapeNode in Sprite Kit

|▌冷眼眸甩不掉的悲伤 提交于 2019-11-27 08:07:41
I'm making a " Achtung die kurve "-clone in Sprite Kit. For the constantly moving lines/players I'm using A CGMutablePathRef along with an SKShapeNode. In the update method I'm doing this // _lineNode is an instance of SKShapeNode and path is CGMutablePathRef CGPathAddLineToPoint(path, NULL, _xPos, _yPos); _lineNode.path = path; to add to the line. The update method is also updating the _xPos and _yPos constantly to make it grow. I guess what I'm really asking is is there another, more efficient way of drawing the lines, since the way I'm doing it now drops the frame rate way too much after a

Calculate FPS in Canvas using requestAnimationFrame

人走茶凉 提交于 2019-11-27 07:14:22
How could I calculate the FPS of a canvas game application? I've seen some examples, but none of them use requestAnimationFrame, and im not sure how to apply their solutions there. This is my code: (function(window, document, undefined){ var canvas = document.getElementById("mycanvas"), context = canvas.getContext("2d"), width = canvas.width, height = canvas.height, fps = 0, game_running = true, show_fps = true; function showFPS(){ context.fillStyle = "Black"; context.font = "normal 16pt Arial"; context.fillText(fps + " fps", 10, 26); } function gameLoop(){ //Clear screen context.clearRect(0,

Gif Animated Files in C# have Lower framerates than they should

此生再无相见时 提交于 2019-11-27 06:33:03
问题 ive got a full screen loading page after my software's done running,which includes a preloader gif file .... which is exactly like the one windows 8 is using for store and metro. however the problem is that no matter what the fps and speed of the gif file is,the C# windows form will show the same lower fps. i really dont know what to do with it as i've tried to search the internet to find a solution but whatever i ran into was either unclear or unrelated. i suspect that somehow the compiler

Processing: efficiently drawing a gradient [closed]

拥有回忆 提交于 2019-11-27 04:07:52
问题 I'm new to Processing and I've been working on simulating electron motion. Everything seems fine until I'm try to add a gradient color to each particle.The frame rate drops considerably. Here is what I've tried so far: float a=0; float s; void setup() { size(500,500); smooth(); frameRate(500); colorMode(HSB,360,100,100); noStroke(); ellipseMode(RADIUS); } void draw() { background(200,0,100); pushMatrix(); translate(width/2, height/2); rotate(radians(-18)); for ( int r = width ; r >= 0; r = r

Why FPS is not same as original camera app

一笑奈何 提交于 2019-11-27 03:34:05
问题 I tested with original camera application (video mode) comes with Samsung Galaxy Tab 8.9. The saved front camera video able to achieve 24 fps, 640x480. (By looking at the properties of video file after transfer to Windows machine) However, while I write front Camera code to test. mCamera2.setPreviewCallbackWithBuffer(new PreviewCallback() { public void onPreviewFrame(byte[] data, Camera camera) { // image processing code placed here. } }); The maximum result I can achieve is (without saving

controlling FPS limit in OpenGL application

試著忘記壹切 提交于 2019-11-27 02:46:32
问题 I am trying to find a solid method for being able to set exactly how many FPS I want my OpenGL application to render on screen. I can do it to some extent by sleeping for 1000/fps milliseconds but that doesn't take into account the time needed to render. Which is the most consistent way to limit fps to desired amount? 回答1: you can sync to vblank by using wglSwapIntervalEXT in opengl. its not nice code, but it does work. http://www.gamedev.net/topic/360862-wglswapintervalext/#entry3371062 bool