thanks for reply, next time i will create new thread, so
1. i use mac mini with OS X 10.9.4
2. graphics card Intel HD Graphics 4000, processor Intel Core i5
3. i'm using .Net version of the binding, i use the latest version of SFML from sources
maybe it is important i use Xamarin studio to run .Net code on mac
4. It is the Application class with main method
using System;using System.Collections.Generic;using System.Linq;using MonoTouch.Foundation;using MonoTouch.UIKit;using System.Drawing;using OpenTK.Graphics.ES11;using SFML.IOS.IOS;using SFML.NET.Graphics;namespace GLPaintGameView
{ public class Application
{ static void Main
(string[] args
) { UIApplication
.Main (args
); } } // The name AppDelegate is referenced in the MainWindow.xib file. public partial class AppDelegate
: SFAppDelegate
{ // This method is invoked when the application has loaded its UI and its ready to run public override bool FinishedLaunching
(UIApplication app, NSDictionary options
) { SFML
.NET.Window.Platform.Instance = new SFML
.NET.iOS.IosPlatform (); var test
= new RenderTextureExample
(); test
.Run (); return true; } // This method is required in iPhoneOS 3.0 public override void OnActivated
(UIApplication application
) { } }} it is the example
using System;using SFML.NET.Graphics;using SFML.NET.Systems;using MonoTouch.UIKit;using MonoTouch.Foundation;using MonoTouch.CoreGraphics;namespace GLPaintGameView
{ public class RenderTextureExample
{ static RenderWindow window
; public void Run
() { window
= new RenderWindow
(new SFML
.NET.Window.VideoMode (400,
400),
"SFML for Ios",
(int)SFML
.NET.Window.Window.Style.Default,
new SFML
.NET.Systems.ContextSettings ()); var vertices
= new[] { new Vertex
(new Vector2f
(10f, 10f
), Color
.Green),
new Vertex
(new Vector2f
(100f, 10f
), Color
.Cyan),
new Vertex
(new Vector2f
(100f, 100f
), Color
.Blue) }; var renderTexture
= new RenderTexture
(); renderTexture
.Create (200u, 200u,
false); renderTexture
.Clear (Color
.Red); renderTexture
.Draw (vertices, 3u, PrimitiveType
.Triangles, RenderStates
.Default); renderTexture
.Display (); window
.Clear (); var shape
= new RectangleShape
(new Vector2f
(300f, 300f
)); shape
.SetTexture (renderTexture
.GetTexture ()); //shape.SetPosition (new Vector2f (300f, 30f)); window
.Draw (shape
); window
.Window.Display (); } }} it is the IosPlatform class
namespace SFML
.NET.iOS{ using System; using System.Collections.Generic; using MonoTouch.UIKit; using SFML.IOS.IOS; using SFML.NET.Systems; using SFML.NET.Window; public class IosPlatform
: Platform
{ public override VideoMode GetDesktopMode
() { var bounds
= UIScreen
.MainScreen.Bounds; return new VideoMode
((uint)bounds
.Size.Width,
(uint)bounds
.Size.Height); } public override List
<VideoMode
> GetFullscreenModes
() { var desktop
= this.GetDesktopMode(); var list
= new List
<VideoMode
>(); list
.Add(desktop
); list
.Add(new VideoMode
(desktop
.height, desktop
.width, desktop
.bitsPerPixel)); return list
; } public override GlContext CreateContext
(EaglContext shared
) { return new EaglContext
(shared
); } public override GlContext CreateContext
(EaglContext shared, ContextSettings settings, WindowImplUiKit owner,
uint bitsPerPixel
) { return new EaglContext
(shared, settings, owner, bitsPerPixel
); } public override GlContext CreateContext
(EaglContext shared, ContextSettings settings,
uint width,
uint height
) { return new EaglContext
(shared, settings, width, height
); } public override PlatformWindow CreateWindow
(VideoMode mode,
string title,
uint style, ContextSettings settings
) { return new WindowImplUiKit
(mode, title, style, settings
); } public override PlatformWindow CreateWindow
(Window owner
) { return new WindowImplUiKit
(owner
); } }}