1.左下角的含义
GL verts 绘制的顶点个数
GL calls 绘制的精灵个数
接下来是帧率
2.合理使用缓存
纹理缓存TextureCache
精灵帧缓存SpriteFrameCache
pushScence函数执行顺序
setting::init-HelloWorld::onExitTransitionDidStart-Setting::onEnter-HelloWorld::onExit-Setting::onEnterTransitionDidFinish
popScence函数执行顺序
setting::init-HelloWorld::onExitTransitionDidStart-Setting::onEnter-HelloWorld::onExit-Setting::onEnterTransitionDidFinish
SpriteFrameCache::getInstance()-》addSpriteFrameWithFile(“xx。plist”)
3.异步加载纹理缓存
Director::getInstance()->getTextureCache()->addImageAsync(filename,CC_CALLBACK_1(HelloWorld::loadingCallBack,this));
原文链接:https://www.f2er.com/cocos2dx/346964.html