[mono-android] In-App billing

2012-04-14 Thread Eduardo Jimenez
Hi guys, I'm trying to implement in-app purchases for my game using MonoDroid but I'm not sure if the official libraries are already ported to the MonoDroid base libraries or not (I don't seem to find much information googling it). In any case, I'd like to know what's the best, easiest way o

[mono-android] GLDiag not working in 4.0.6 on Samsung Galaxy S

2012-04-16 Thread Eduardo Jimenez
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

Re: [mono-android] GLDiag not working in 4.0.6 on Samsung Galaxy S

2012-04-16 Thread Eduardo Jimenez
since it should return the surface handle. I don't know but it's very odd. Cheers, Eduardo On 4/16/2012 8:45 PM, Eduardo Jimenez wrote: 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 O

Re: [mono-android] GLDiag not working in 4.0.6 on Samsung Galaxy S

2012-04-16 Thread Eduardo Jimenez
: 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:

Re: [mono-android] GLDiag not working in 4.0.6 on Samsung Galaxy S

2012-04-17 Thread Eduardo Jimenez
zation 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" <mailto:bark...@eclipse-games.net>> wrote: GLCube won't work for some reason. It crashes with no callstack. Meanwhile the tri

Re: [mono-android] GLDiag not working in 4.0.6 on Samsung Galaxy S

2012-04-17 Thread Eduardo Jimenez
context and a surface and the context is current. andreia gaita --- blog.worldofcoding.com <http://blog.worldofcoding.com> github.com/andreiagaita <http://github.com/andreiagaita> Sly On Apr 17, 2012 8:17 PM, "Eduardo Jimenez" <mailto:bark...@eclipse-games.

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

2012-04-20 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 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