- (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...