用的是cocos2dx 3.x,如果是真机测试,glview = cocos2d::GLViewImpl::createWithRect(...)和glview->setDesignResolutionSize(...)都得传设备的分辨率,才能使拾取的结果正确。
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32||CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
auto size = CCSize(1136,640);
#else
auto size = glview->getVisibleSize();
#endif
if(!glview) {
glview = cocos2d::GLViewImpl::createWithRect("HelloWorld", Rect(0,0,size.width,size.height));//Rect(0,0,900,640));
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
glview->setDesignResolutionSize(size.width,
size.height,
kResolutionShowAll);
director->runWithScene(HelloWorld::scene());
return true;
}