-
Notifications
You must be signed in to change notification settings - Fork 0
Continuous & non continuous rendering
By default in libgdx, the rendering thread calls the render() method of your ApplicationListener class continuously, with a frequency that depends on your hardware (30-50-80 times per second).
If you have many still frames in your game (think about a card game) you can save precious battery power by disabling the continuous rendering, and calling it only when you really need it.
All you need is put the following lines in your ApplicationListener's create() method
Gdx.graphics.setContinuousRendering(false);
Gdx.graphics.requestRendering();
The first line tells the game to stop calling the render() method automatically. The second line triggers the render() method once. You have to use the second line wherever you want the render() method to be called.
If continuous rendering is set to false, the render() method will be called only when the following things happen.
- An input event is triggered
- Gdx.graphics.requestRendering() is called
- Gdx.app.postRunnable() is called
Good article about this topic: http://bitiotic.com/blog/2012/10/01/enabling-non-continuous-rendering-in-libgdx
Official libgdx blog post: http://www.badlogicgames.com/wordpress/?p=2289
-
Developer's Guide
- Introduction
- Goals & Features
- Community & Support
- Contributing
- Games Built with Libgdx
- Prerequisites
- Gradle Project Setup, Running, Debugging and Packaging
- Project Setup, Running & Debugging
- Third Party Services
- Working from Source
- Using libgdx with other JVM languages
- The Application Framework
- A Simple Game
- File Handling
- Networking
- Preferences
- Input Handling
- Memory Management
- Audio
-
Graphics
- Configuration & Querying Graphics ??
- Fullscreen & VSync
- Continuous & Non-Continuous Rendering
- Clearing the Screen
- Take a Screenshot
- OpenGL ES Support * Configuration & Querying OpenGL ?? * Direct Access ?? * Utility Classes * Rendering Shapes * Textures & TextureRegions * Meshes * Shaders * Frame Buffer Objects
- 2D Graphics * SpriteBatch, TextureRegions, and Sprite * 2D Animation * Clipping, with the use of ScissorStack * Orthographic camera * Mapping Touch Coordinates ?? * Viewports * NinePatches * Bitmap Fonts * Distance field fonts * Using TextureAtlases * Pixmaps * Packing Atlases Offline * Packing Atlases at Runtime * 2D Particle Effects * Tile Maps * scene2d * scene2d.ui * Skin
- 3D Graphics * Quick Start * Models * Material and environment * 3D animations and skinning * Importing Blender models in LibGDX * Perspective Camera ?? * Picking ??
- Managing Your Assets
- Utilities
-
Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Path interface & Splines
- Bounding Volumes ??
- Intersection & Overlap Testing ??
- Physics
- Tools
- Extensions
- Deploying your Application
- Building Libgdx ??
- Known Issues
- Articles
- Deprecated (May be outdated)