- (void) swapBuffers { // IMPORTANT: // - preconditions // -> _context MUST be the OpenGL context // -> _renderBuffer must be the the RENDER BUFFER #ifdef __IPHONE_4_0 if( _depthFormat && _discardFramebufferSupported ) { GLenum attachments[] = { GL_DEPTH_ATTACHMENT_OES }; glDiscardFramebufferEXT(GL_FRAMEBUFFER_OES, 1, attachments); } #endif // __IPHONE_4_0 if(![_context presentRenderbuffer:GL_RENDERBUFFER_OES]) CCLOG(@"cocos2d: Failed to swap renderbuffer in %s\n", __FUNCTION__); #if COCOS2D_DEBUG CHECK_GL_ERROR(); #endif }
sdk升级到4.0后,cocos2d的上面的函数的
if(![_context presentRenderbuffer:GL_RENDERBUFFER_OES])
这句在按home推出时会报错,导致不可以实现多线程,解决办法是修改delegate的函数如下
- (void)applicationWillResignActive:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; [[CCDirector sharedDirector] pause]; } - (void)applicationDidBecomeActive:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; [[CCDirector sharedDirector] resume]; [[CCDirector sharedDirector] startAnimation]; }
并增加两个函数
- (void)applicationWillEnterForeground:(UIApplication *)application { [[CCDirector sharedDirector] startAnimation]; } - (void)applicationDidEnterBackground:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; [[CCDirector sharedDirector] pause]; }
这样修改完成后,就不会出错了,按home键程序处于刮起挂起状态,再切会来是,程序保持在推出之前的状态
iphone的多线程虽说技术上实现的不是很完美,但效果确实很不错,希望下一个版本的多线程能做的更好,期待阿...