Hi,
I need to prepare a small test case. I will send you as soon as I can.
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Hi,
I'm not sure what you mean by messed up, but if it happens on ios as
well, then you're probably doing something wrong there. Can you create
and send to us some sort of small reproducible test so we can figure
out what's wrong?
andreia gaita
On Fri, Mar 2, 2012 at 5:54 PM, johnHolmes wrote:
No problem, I've found a workaround.
Another topic. I'm not sure it's a real issue, but sometimes when the
AndroidGameView renders graphics stuff, like textures, but for some reason
there is a drop of FPS (app is running slow for a bit), I can cleary notice
some sort of flikering. All textures app
Sorry, it looks like I broke api there. You can override OnUnload to
detect when things go away.
andreia gaita
On Thu, Mar 1, 2012 at 4:37 PM, johnHolmes wrote:
> Fine, but there's a problem! Just before the update of m4a to the last beta,
> the DestroyFrameBuffer() method was called when the ap
Fine, but there's a problem! Just before the update of m4a to the last beta,
the DestroyFrameBuffer() method was called when the app was sent to
backgrond. Now with the last beta only the CreateFrameBuffer is called (when
the app start or resume) but no DestroyFrameBuffer() calls when pausing :(
Yes, contexts are destroyed when the app goes away, you'll need to
reload things. We might be destroying them a bit too eagerly in 4.0.5
and things may change in that regard in the future, but that's the
situation at the moment.
andreia gaita
On Thu, Mar 1, 2012 at 3:46 PM, johnHolmes wrote:
> I
I'm a bit confused now. Is the GL Context destroyed when the app is sent to
background? Still I need to reload textures after app is resumed (targeting
android +2.2) ?
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Point 2 of my previous post:
==> Ok the issue seems to have been fixed with the last beta
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Point 1 of my previous post:
==> Ok, enabling beta updates and then RESTARTING MonoDevelop did the
trick! :O
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Mmmm,
checking for updates doesn't notify any update for mono4android. My current
version of MD is 2.8.6.5.
How can I check which version of M4A is installed?
Changing topic, it seems that the AndroidGameView is not working as expected
when the user switch off the screen of the phone and then cam
On Feb 29, 2012, at 4:57 AM, johnHolmes wrote:
> Any news about AndroidGameView and ICE compatibility?
It's in the 4.0.5 beta:
http://android.xamarin.com/Releases/Mono_for_Android_4/Release_4.0.5#Changes_since_4.0.4
- Jon
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Monodroid mail
Jonathan Pryor-2 wrote
>
>
> Which emulator version? I know it fails on API level 14, but it should
> work up through 10. (I haven't tried the Honeycomb emulator.)
>
> We are working on getting OpenTK working on API level 14.
>
> - Jon
>
Any news about AndroidGameView and ICE compatibility?
Ok you are right. when I run it on api level 10 no error appears, but nothing
is displayed...
I/monodroid-gc( 376): environment supports jni NewWeakGlobalRef
best regards
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On Jan 26, 2012, at 5:44 AM, niwe wrote:
> an error comes up when I try to run the GLCube sample on the emulator.
Which emulator version? I know it fails on API level 14, but it should work up
through 10. (I haven't tried the Honeycomb emulator.)
We are working on getting OpenTK working on API l
it seems to be on mac/windows the same problem! I just updated
monodroid/monodevelop today and I think it was working before.
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Hi,
an error comes up when I try to run the GLCube sample on the emulator.
I/monodroid-gc( 3440): environment supports jni NewWeakGlobalRef
D/AndroidGameView( 3440): SurfaceCreated
D/gralloc_goldfish( 3440): Emulator without GPU emulation detected.
D/libEGL ( 3440): Emulator without GPU support
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