Hey guys,
Not sure if this matter has been overcome since, but just in case it
hasn't, here's some probably useful info.
On May 18, 2012, at 12:17 AM, vchelaru wrote:
>> We have updated to 4.2.1 and are getting the same error on the Motorola
>> Droid (the first model) using OS version 2.2.3:
>
>
Jonathan Pryor-2 wrote
>
> On May 18, 2012, at 12:17 AM, vchelaru wrote:
>> "This has been fixed and the fix will be on the next release. "
>
> We all make mistakes. :-)
>
Stupid non-expressive text. I totally didn't mean to be rude about it but
re-reading it makes it sound like that :( My a
On May 18, 2012, at 12:17 AM, vchelaru wrote:
> "This has been fixed and the fix will be on the next release. "
We all make mistakes. :-)
> We have updated to 4.2.1 and are getting the same error on the Motorola Droid
> (the first model) using OS version 2.2.3:
>
> OpenTK.Platform.Android.EglEx
As a test I also created a brand new OGL project using the Mono template. I
didn't make any changes to the project at all, ran it on my phone (connected
to the computer) and got the same exception.
--
View this message in context:
http://mono-for-android.1047100.n5.nabble.com/GLDiag-not-workin
"This has been fixed and the fix will be on the next release. "
We have updated to 4.2.1 and are getting the same error on the Motorola
Droid (the first model) using OS version 2.2.3:
OpenTK.Platform.Android.EglException: EglCreateWindowSurface failed with
error 12288 (0x3000)
at OpenTK.Platform.
Also, GLDiag is meant to test and output all the settings that a
device returns. Check the logcat for what the device is returning.
Even if the application ends up crashing, some settings may actually
work, it's just that the application ends up selecting one mode in the
end, which may not work.
a
Hi,
This is a problem that occurs in some devices because the device is
returning invalid graphics settings when initialized. I thought it was
only Samsung doing this, looks like it's not. Some devices don't fail
every time, giving them some lower settings sometimes work. Check the
TexturedCube sa
I was able to reproduce this same problem with 4.0.6 on a Motorola Droid (1).
Maybe I missed it but this thread doesn't seem to conclude whether this is a
bug with MFA or if there's something that we can do to correct this problem.
--
View this message in context:
http://mono-for-android.10471
Ok, so I should call MakeCurrent() if I'm using MonoDroid 4.0.4 but not
if I'm on 4.0.6 in the onLoad. In OnResize I should call it anyway.
Anyway, is there a way of getting 4.0.5? I have access to 4.0.4 and
4.0.6 but not to the beta 4.0.5 and I'd love to give it a go.
Also, is there a way of
On Tuesday, April 17, 2012 at 3:58 PM, Konaju Games (Dev) wrote:
> If you are using AndroidGameView, you now need to call MakeCurrent() as the
> first thing in OnLoad().
> I did this, and got rid of my attempt at creating a second OpenGL context and
> the exception disappeared in my project.
>
If you are using AndroidGameView, you now need to call MakeCurrent() as the
first thing in OnLoad().
I did this, and got rid of my attempt at creating a second OpenGL context
and the exception disappeared in my project.
Sly
On Apr 17, 2012 8:17 PM, "Eduardo Jimenez"
wrote:
> Do you mean that y
Do you mean that you have to stop manually creating the frame buffer on
loading? Or is it something else? That one I've got covered but if it's
something else I don't know...
Eduardo
On 4/17/2012 12:00 PM, Konaju Games (Dev) wrote:
There was a change to OpenGL initialization in 4.0.5 describ
There was a change to OpenGL initialization in 4.0.5 described in the
release notes. That change will be required for any older code.
Sly
On Apr 17, 2012 4:19 PM, "Eduardo Jimenez"
wrote:
> GLCube won't work for some reason. It crashes with no callstack.
> Meanwhile the triangle ES 2.0 works in
GLCube won't work for some reason. It crashes with no callstack.
Meanwhile the triangle ES 2.0 works in 4.0.4 but I think it doesn't in
4.0.6, I'll check it in a bit.
BTW, how can I get an older beta version of Mono?
Cheers,
Eduardo
On 4/16/2012 11:31 PM, Andreia Gaita wrote:
BTW, have you tr
BTW, have you tried other OpenGL samples like the GLCube? I've done a few
changes to try and workaround this problem, it might work on the Galaxy S.
andreia gaita
On Monday, April 16, 2012 at 9:03 PM, Eduardo Jimenez wrote:
> I've done a little bit of testing and trying things out:
>
> - Mo
Hi,
There's a problem with some Samsung devices that we're working on
fixing. In the meantime, try the 4.0.5 beta, it has ICS support and
seems to work better with some devices.
~~ andreia gaita ~~
scribled on my iPaddle
On Apr 16, 2012, at 21:05, Eduardo Jimenez wrote:
> I've done a little bi
I've done a little bit of testing and trying things out:
- Mono 4.0.4 is giving me problems in the Run() function. It hangs and
won't call the Update or Render functions
- I think that the error code (0x3000) corresponds to EGL_SUCCESS, but I
suppose that's just a coincidence, since it should r
Hi,
I'm trying to run an OpenGL ES app on the Samsung Galaxy S, since it's
one of the most common Android phones out there capable of OpenGL ES 2.0
but I'm unable to. It crashes with the following statement:
OpenTK.Platform.Android.EglException: EglCreateWindowSurface failed with
error 12288
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