Re: [mono-android] OpenGL Context and textures

2012-04-22 Thread johnHolmes
Do you know any android device where AngryB won't work? :D I haven't tested ALL devices, but I've seen AB running on a very large range of devices. Many other games resume in a "snap", also on "not so perfromant device" like the old HTC desire! -- View this message in context: http://mono-fo

Re: [mono-android] OpenGL Context and textures

2012-04-20 Thread Eduardo Jimenez
Nice looking! BTW, also if anyone is interested here's a link to the webpage of the game we just released in iOS: http://www.ecofishgame.com It uses MonoTouch and we're porting it to Android (using MonoDroid), WP7 and maybe other platforms. We have our own Mono-XNA implementation, but I'd g

Re: [mono-android] OpenGL Context and textures

2012-04-20 Thread Eduardo Jimenez
I'd say Angry Birds works in every device capable of OpenGL... My girlfriend has a HTC Wildfire and it runs Angry Birds (and I'd say that's a pretty crappy phone). I don't think what they are doing is like that. I bet they are using some sort of shortcut, just like having the textures loaded i

Re: [mono-android] OpenGL Context and textures

2012-04-20 Thread Jonathan Pryor
On Apr 20, 2012, at 11:58 AM, johnHolmes wrote: > What is not clear to me, is *how* games like Angry Birds resume > "*instantaneously*" from background. They restore texture contents really > fast! I have no idea, but perhaps what they're doing means that they won't work on all device? Just a t

Re: [mono-android] OpenGL Context and textures

2012-04-20 Thread johnHolmes
It is clear to me that the context creation and lost is an Android "feature". It was done to support legacy devices which cannt handle multiple opengl contexts. What is not clear to me, is *how* games like Angry Birds resume "*instantaneously*" from background. They restore texture contents really

Re: [mono-android] OpenGL Context and textures

2012-04-19 Thread Eduardo Jimenez
And how do some games manage to do such fast loading times? I've read abou tricks like setting the graphics context as a static variable so that it won't get finalized, and stuff like that but they seem to 'hacky'. I haven't properly tried them myself though. Eduardo On 4/20/2012 12:37 AM, K

Re: [mono-android] OpenGL Context and textures

2012-04-19 Thread Konaju Games (Dev)
It's not Xamarin but Android itself that does not appear to support shared contexts. I worked for a long time to try to get shared contexts working in MonoGame and it just wasn't going to happen. It is not just Mono for Android that suffers lost OpenGL contexts. It affects all Android apps that

[mono-android] OpenGL Context and textures

2012-04-19 Thread johnHolmes
Hi, I know that with the current version of M4A, when writing OpenGL applications (games), you need to handle context destruction/creation when the app is sent to background (eg. press the home button). This means you have to "reload" textures and bind them to the new context. This could take a va