Mono For Android 4.0.6
Visual Studio Users: You should be prompted with this update when you open a MFA project. You can also check manually in Tools > Options > Mono for Android.
MonoDevelop Users: You should be prompted to upgrade next time you open MonoDevelop, or you can use Help > Check for Updates. IDE support requires MonoDevelop 220.127.116.11.
Changes since 4.0.5
This release includes fixes to the OpenTK/Android backend.
It also includes x86 support for full versions of Mono for Android (not trial)
Improvements to OpenTK/Android
The run loop has been rewritten to obey the requested fps as closely as possible and to minimize locking and thread switching.
By default, the egl configuration selected is a best match for a 16-bit RGB frame buffer with a 16-bit depth buffer. AndroidGameView exposes a new property, GraphicsMode, which can be set by user code with a GraphicsMode or AndroidGraphicsMode instance to select a desired configuration before context creation.
EGL objects bound to the current context can be accessed via the WindowInfo property (now a AndroidWindow instance).
- Android.App.LoadManager.InitLoader() and Android.App.LoadManager.RestartLoader() are now bound.
- 2313: Resource name capitalization is inconsistent. This regressed in 4.0.5.
- 2140: OpenGL Depth Buffer is always off
- 1918: Rotating OpenGL app dies with egl.EglMakeCurrent failed: 0x3009
- Render loop now obeys the requested fps
- eglConfig selection now respects user values
Warning: Samsung shipped a broken kernel with Android 2.1, which is not able to support JIT compilation. If you possess a Galaxy-class device with Android 2.1, you will get unexpected results, this is caused by a kernel bug that breaks cache coherency, rendering any engine doing JIT compilation useless. Check with your manufacturer/carrier for an Android 2.2 update.